The Serpent’s Pass

Wow. It’s been almost two years since my previous Avatar: The Last Airbender post. I definitely intend to finish this second season no matter how long it takes, lol.

Since my last look, the live action version of Airbender has dropped. Of course I watched it immediately. Some day I may write an Enneagram Story Breakdown for the season. I would love to compare the two versions, including Character Enneagrams. What changed from animation to live action? And — spoiler — what was lost in the reboot that kept it from being as enjoyable?

For now, though, the guilty weight of the unfinished animation review takes precedence. Let’s go! The next two episodes run together under the title: “The Secret of the Fire Nation”. Will they each have an Enneagram, or are they one complete story?

ONE

The gang — Aang, Sokka, Toph, and Katara — rest and swim at a pool formed at the base of a waterfall. They seem congenial. Sokka looks at the map he stole from the Owl’s library that shows the location of Ba Sing Se. The only path through a series of lakes is “The Serpent’s Pass”, a thin bridge of land.

Sokka mentions that, without Appa’s flying, this is their only option. Katara shushes him, but Aang calmly says he’s okay. He just wants to get to Ba Sing Se and tell the king about the solar eclipse.

TWO

As they prepare to pack up, three “fellow refugees”, including a pregnant woman, greet them. 

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Dragon’s Dogma 2

Since I shared my great love of the first game in this series, I thought I’d write a few words about the sequel, which released a few months ago. 

My sorcerer pawn and my toon, a Beastren (a cat person).

At level 86 on my second build (level 56 on my first) I can say I played a lot. It’s a fine game. The fight mechanics are good.

Lol, it’s obvious I’m disappointed. The story, which again centers on reincarnation, is not as complete or logical as the first game’s. The end game, the Unmoored World, is overly complicated and unsatisfying. Who thought a pus-dripping dragon fight was a good idea?? I’ve seen reviews that extol the variation available; that wasn’t my experience. The game became repetitive and the replay value dropped for me.

Perhaps, like DD1’s Dark Arisen, a DLC will release that takes the game to a whole new level. 

It’s no surprise that playing DD2 only led me back to replaying DD1. The battles are more varied. The outfit options are more flattering. (Don’t underestimate the value of a cute avatar.) And the bread and butter — climbing on monsters and whaling on them — is more consistently designed. 

This post is here to relive the glory of a fabulous gaming experience and to promote my Enneagram breakdown of it.

Also, my old lady witch pawn is totally cool.

Fallout Enneagram: NORM MACLEAN, SIX

Four main characters in Season One of Fallout have their own separate Story Enneagrams. In this case, Norm’s Enneagram is also the story of Vault 33.

ONE

Establishing the vault world is Norm’s One. He’s introduced as Lucy’s brother with no indication he’ll have any importance. Hank seems more critical, especially when he greets “Overseer” Moldaver. (Why doesn’t he recognize her from pre-apocalypse times? After watching the entire season we know that she was alive then, even if we don’t know how she managed it. She clearly says that she knows Hank.)

TWO

Norm wanders through the opened door into Vault 32. Moldaver and her raiders have already seemed suspicious. Now we know that the vault is derelict. Norm finds mutilated corpses and comes running home. The mystery of the Vault 31-32-33 triangle is the overall Trouble, but Norm is on his own detective’s journey that starts here.

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Fallout Enneagram: MAXIMUS, TWO

Four main characters in Season One of Fallout have their own separate Story Enneagrams. We don’t meet Maximus until halfway through Episode One when he’s thrust upon us. It’s not a heroic introduction.

ONE

Fellow companions of the Brotherhood haze Maximus. In class he fails tests and looks like a dunce.

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Fallout Enneagram: LUCY MACLEAN, ONE

Four main characters in Season One of Fallout have their own separate Story Enneagrams. Lucy is the first post-apocalypse character we meet in the series.

ONE

Lucy is selected to breed. Let’s not sugarcoat her opening situation. Although she’s cheerful and spunky, she, like every other person of a certain age in the Vault 31-32-33 triangle, is forced to marry a stranger. The show encourages us to gloss over those details. 

TWO

Continuing Episode One, Moldaver kidnaps Hank. Not until the final episode do we learn why. This is such very clear Trouble for Lucy. Even her violent raider husband wouldn’t prompt her to leave the vault. It’s only her beloved father who jump-starts her journey. Also, Moldaver tells her, “You look like your mother.” This is another mystery unsolved until the finale. Although it hides in the background, this comment is part of the Trouble.

THREE

Lucy exits the vault. The opening of the door to Vault 33 is the Three. Interestingly, it’s also Norm’s Three (which we’ll see in a later post). The Sixes for each character are very different. I really like that their stories lead them in different directions after they share this beat.

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Fallout Enneagram: COOPER HOWARD, THREE

Four main characters in Season One of Fallout have their own separate Story Enneagrams. The entire season begins with Coop, so let’s start with him. He’s the only character to have a —

LEFTOVER NINE

Cowboy Coop performing tricks for a child’s birthday party is a brilliant choice. We see the pre-apocalypse world, and then the moment when the bombs fall and it all ends. Clues about Coop are dropped: he’s paying alimony, he’s famous (or infamous) for a thumbs-up gesture, and he’s called a Commie. Much later in the season these quick throwaway lines will gain context. However, some moments aren’t explained. Where is Janey? How does Coop go from riding a horse ahead of the fallout to becoming a 200 year old ghoul? Structurally, this is a beautiful Leftover Nine. Hopefully, Season Two will have a Leftover Nine that continues to answer these questions.

ONE

The entirety of Episode One goes by before Coop returns. In the cemetery bounty hunters dig up Ghoul Coop. His character is completely changed, or so it seems.

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The Beginning

Episode 8, the finale, of the Fallout TV series . . .

ONE

Maximus rides in a vertibird crossing the Wasteland. Two Knights in full battle armor stare at him with their inscrutable helmets.

He remembers his pleasant goodbye from Lucy. His hand rests on the mangled fake head.

They approach Filly, where an airship hovers above the town. The vertibird lands and Maximus exits, escorted by the Knights. The Brotherhood flag flies. The town has been taken over. Every member of the BoS lines the square; the Elder Cleric waits for Maximus. 

Maximus kneels and presents the head. His old friend Dane takes it from him. Admitting that his Knight is dead, Maximus is chastised by the Elder. We’re reminded that Dane also was injured and that some blamed Maximus for it. An assistant verifies that the fake head holds no artifact.

Knights prepare to execute Maximus on the spot. Clerics recite prayers and sprinkle him with hyssop branches. Desperate, Maximus admits he can lead them to the real head. Dane, becoming more upset, kneels and claims that the razor in their boot was self-inflicted. Allowed to rise and live, Maximus again has a thousand thoughts cross his face as he looks at the Cleric and Dane.

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The Radio

Episode Seven of the Fallout TV series . . .

ONE

The Wasteland. Someone uses a metal detector, looking for shell casings.

It’s a father and son who live in a little shack made from recycled scrap. (YAY!) Inside, though, instead of daughter Sandra, they find Coop. He eats a chicken dinner and watches them. These people obviously know and distrust each other. Coop wants information: the location of that “madwoman in the hills”, Moldaver. Son Tommy resists while his father begs him to tell Coop. Finally he admits that she’s at the Observatory. The boy draws a gun on Coop, who shoots him first. Walking away through the Wasteland, Coop takes a hit on his inhaler. 

Transition to pre-apocalypse Coop at the communists’ meeting in the funeral home chapel. Moldaver (who isn’t yet known as Moldaver) speaks to the group. Coop, flushing with anger at her speech, stands up to leave. She stops him. They have the expected confrontation, and then Moldaver goes low, saying she knows Coop’s wife. The two speak privately in the hallway.

Moldaver’s company developed cold fusion, a process subsequently acquired by Vault-Tec. In the middle of a world resource war, infinite energy could bring peace. She gives him a listening device and asks him to spy on his wife.

Roll title.

(There is no TWO or THREE.)

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The Trap

Episode Six of the Fallout TV series . . .

ONE

A black-and-white pre-apocalypse advertisement from Vault-Tec featuring Coop. Smoking a cigarette on camera, Coop shows off Vault 4. (A sign, unremarked, over a door says: Test Subjects.) Rad-proof (and Red-proof, wink) the vault will house 200 people. Here is the Hawthorne family, part of a community of scientists who are living a five year trial in the vault. Coop encourages the audience to reserve a vault spot today, and then the director calls, “Cut.”

Shift to color as the camera pulls back. It’s a wrap. The Hawthornes, who aren’t actors, ask if they were alright. Coop exits the apartment. His wife is in the residence hallway. Bud Askins, a slimy fellow, corners him. While working for a defense contractor, Bud designed the T-45 power armor, something Coop already knows. Bud tries to palm off the T-45’s flaws, but Coop, who wore the armor in the Battle of Anchorage, won’t let him slide.

As Coop longingly watches his wife walk away from her conversation, Bud keeps him from leaving. He wants to talk about “time”, the ultimate weapon.

Escaping, Coop hugs his wife from behind, suggesting they clock out early. Barb is uncomfortable, possibly because his cuddling makes her look unprofessional. (Either that, or she doesn’t want her husband to touch her.) She tells him, sorry, but the wrap party is at their house. Coop takes the news with good humor. Cut to their home.

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The Past

Episode Five of the Fallout TV series . . .

ONE

Over a brazier, Thaddeus recounts their fight with the gulper. Inside the power armor helmet Maximus laughs, enjoying himself. It’s a friendly moment of camaraderie.

Inspired, Thaddeus asks for Knight Titus to brand him. Maximus is horrified but agrees. He heats his gauntlet in the fire.

Thaddeus screams as he’s branded. Maximus says, “Told you. It hurts.”

Immediately rebounding, Thaddeus exults about their success in finding the target and how popular they’ll be back at base. There, on a board behind him, sits Wilzig’s head, just another companion around the campfire. Maximus, feeling guilty or worried, prepares to confess that he isn’t Titus. As a squire, Thaddeus is ready to hear any secret, he says. 

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