Rather cleverly, the game gets April to "understand" the language in the place through a series of unintelligible, but with increasing English words, speeches. Once she learns that she's in a place called "Arcadia," she ventures out into the local city.
It isn't medieval, but there are medieval elements. Our first stop is the "stalls" in the marketplace. There we find a dancer, a map seller, and a guy running the three-coin monty scam. He has a talking bird. I'm sure we're going to wind up with that bird somehow.
The Marketplace
I want that bird!
From there we go to the docks, where we find an extremely loquacious old sailor who, coincidentally, has lost his talking bird to the conman, and a ship's captain who is going to give us some difficulty.
Shut up already!
This guy needs to change religions.
I must say that so far the puzzles here are much easier than in the previous setting. There are clues, and that's most appreciated. But first the long long dialogue kicks in again. The priest tells April the whole history of the two worlds. And talks and talks and talks.
Fortunately, for those who zone out during all this, the game has a section in the index where you can re-read all of the dialogue. It's a handy feature, and I'm using it.
Well! So I have made my way to the Earth guy who knows Cortez, and it turns out that he last saw Cortez in 1934. That's a nice relevation! So, more mystery!
Brian, from Earth
I stopped there. Now that I've (apparently) earned my way into this area by getting through that too-often ridiculous puzzle outside the theater, I'm looking forward to finding out what's next!
Next Entry.
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