Part 13: Wherein an Old Friend Returns
Chapter 8: Wherein an Old Friend ReturnsLast time, Malcolm made it out of Limbo and into the Underworld, which to everyone's surprise was not all fire and brimstone, but a beach resort full of Australians. Much to Malcolm's dismay, he was booted out due to a clerical error, and dumped... here.

Music: The Boondocks

There's nothing else in the room with which to interact, so I suppose we're using this odd screw-like contraption to make it out of the Underworld and to whatever strange new location awaits. Tally-ho!


Hey, would you look at that. We're back in Kyrandia, and it looks to be night time now. The drill machine fell apart, but it's not like we need it any more.

Oh, we dislodged that rock on the side there coming up. Some pretty sparklies flew out. I wonder if that's significant.

Whoa hey who are you.




You might remember this guy from the intro, where Gunther knocked him under a falling rock, crushing him. I'm not sure if the game is implying that Malcolm going to the underworld and coming back revived him, or if he was just stuck under that rock all these years and we physically dislodged it enough for him to slip out.




Decades, by the looks of it.


What.


So after that bit of outright fourth wall breakage, we have a choice again. We can choose to keep Gunther around, or ditch the devil and let Stewart guide us from now on, or keep both of them. Now, there is a real difference between these. The endgame is slightly different depending on which one you choose. However, the general progression is pretty close, with the differences being a few minor puzzles working out differently, and the ending itself is practically the same, so it's not worth putting it up to a vote. I'm going to choose to go with both Gunther and Stewart for now, and we'll explore the differences in a later update.




This has been a pretty rough day for Malcolm, all things considered.

One thing to note is that we don't have a mood gauge any more. From now on, our interactions with other people are entirely dependent on which choice of conscience we made. Well, now that we're back in Kyrandia, we might as well go and see how our old apartment is doing. The teleporter to town should be nearby.
Music: Back in Kyrandia
By the way, the music in this part of the game is some of my favorite in the entire game.

Huh, that's strange. The teleporter appears to be broken. There's a big crack straight across it and everything. I suppose we'll have to walk.

The mime has left too, and the door to the bath house is wide open. Peculiar.

Whoa hey, you're familiar. It's one of those pirates we hired way back when. What are you guys still doing here?

Oh. Well, that kind of explains it.


By the look of it, after betraying Malcolm, the pirates sailed right back to Kyrandia and used the mouse magic to take over the country without us. As previously mentioned, the mouse magic is really pretty lame - especially since all it seems to take to break the curse is to eat some cheese - but it sure seems to have worked for Barbecue and pals.






Aww, man. That's referring to the six jewels we used to activate the colossus on the Isle of Cats, all of which are presumably still there. On the Isle of Cats. If we're going to get those back, we have to arrange transportation... again. Let's see if Brandon or Kallak have anything interesting to say.




Wow, harsh. And unnecessarily florid.


All right, nothing useful there. Kallak, then.






Nope, they're both useless.

Fortunately, the pirates will just let us leave no problem. Before we go trying to find a way to get back to the Isle of Cats... again... let's look around the place.

The dump looks more or less the same. We can pick up our old acorn-on-a-string here as well as the usual junk items. All we need right now is a bent nail and that piece of firewood in the background.

The bath house is now called the "Ex-Baths", and we can actually go inside now.

And there's our old pal Herman. Looks like he avoided mousification somehow.



I'm not sure it's fair to say Herman switches allegiances that easily, given that last time that happened it was literally because of a magic curse Malcolm cast on him. No such excuse this time, though.


So, the deal here is Herman will sell you random items. However, at this stage of the game, we have no way of paying for any of it, so instead he will just offer intangible or invisible things like "happiness" or "a barbecue set" or the like.



Likewise, he will buy random items from you if you have them. You might think this means you could sell him something and then use the profits to buy some of the intangible garbage, but there's a certain value differential involved that will become evident much later. We don't actually need to muck around with Herman on this path anyway, so we're free to move on.



Kyrandia is otherwise much the same as before, just darker.

Downtown has a few changes. The toy factory is now open, but the city hall has been sealed up and is no longer lockpickable.

Toy factory looks unchanged.

We can go into the fish cream parlor, but the pirates wrecked the machine and there's no one around to run it anyway. The only place left to go is the magician's lodge; it's locked, but the nail we grabbed from the garbage dump solves that problem.

Music: Temporary Jail
Well, would you look at that. Looks like the bath attendant, the fish cream clerk and Zanthia all got mousified and locked up in the lodge for good measure. At least they have some food.

None of them are especially talkative. They just want to be free of that pillory. Fortunately, we still have that nail.





They did leave their lunch behind, though. We'll swipe it; we get an eel, some sesame and a bottle of water for our trouble. Now, let's see if we can sneak into the town hall. The door is boarded up, but there is another way in; if you'll remember, the town hall connects to the basement where Darm's teleporting rug is, and there's another way to get into the basement.

It's where the hole in the toy factory comes out. This place looks much the same. We can fish for eels here and everything. Right now, though, we're interested in the town hall proper.

Ah, Zanthia is here, and she managed to unmouse herself. Looks like she stashed all her gear in here when the pirates took over.


And the Voice of Reason is active, too. He's not very useful to us right now, though.

Maybe Zanthia has any ideas.




The pirates explicitly asked for those jewels, actually.



We've solved this puzzle before, and the solution is the same as last time. We can get back out by climbing up the same pipe we used to get down to the basement in the first place.



Using the firewood we picked up earlier and the right settings, we can make a rocking horse.

And just like last time, it's close enough to essence of horse to work.



Back at the pegasus platform, and we're ready to... sigh... go back to the goddamn Isle of Cats again. I feel like the game is repeating itself.



We'll pick right back up at the Isle of Cats next time.