Let's Play Malcolm's Revenge #13: Trying to Leave Kyrandia... Wait, What?

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To say that all is not well in Kyrandia is an understatement and for the most part, it's Malcolm's fault. He was the one that got the magic the pirates used to get the kingdom under their control but only after getting paid by the very people they overthrew to get rid of the one who gave them to power to overthrow said people. I’ll give the pirates one thing, they know an opportunity when they see one and don’t waste time in seizing it.

You might wonder what this has to do with Malcolm. The pirates don’t seem to mind Malcolm being back – if we had only Stewart as our conscience I imagine that’d be different – and Kallak, the one person Malcolm hates just a little more than Brandon, is a prisoner of the pirates. Unfortunately for the pirates, this entirely ruins Malcolm’s plans for revenge as it’s them that’s done the conquering and not him and if there’s anyone who’s going to humiliate Kallak, it’s Malcolm. So that means we need to get the pirates out which involves getting the jewels of the Isle of Cats. As a note, I don’t for one moment presume that the pirates are going to keep their end of the bargain, so it’s best to plan for the inevitable betrayal with our own betrayal.

What this means is that objective-wise, we’re right back where we started. We need to escape Kyrandia and get to the Isle of Cats and while we know of a way to do that involving eels, there are other methods that Malcolm can employ that we caught a glimpse of at the beginning of the game. To look into using one of those, we’re going to have to free some of the imprisoned mystics and though we’re going it for our own selfish goals, the act itself is at least somewhat heroic. As an added bonus, if Malcolm actually manages to get round to trying to clear his name, having a few Kyrandians endeared to him is no bad thing.

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