JAIME LANNISTER (TV), NINE

I’ve just begun rewatching Game of Thrones so that I can refresh my memory on these characters and what Enneagram numbers they might be. I don’t need to dig too deeply, though, to know that Jaime’s a Nine. It’s pretty classic.

In the first episode he’s an incestuous child-killer. (Remember that?!) He comes a long way throughout the show’s run, though.

He’s physically gifted. Being a knight comes easy to him. When his hand is taken in a later season he falls apart. His physical prowess, but also his physical ability to communicate, are integral to his character.

His relationship with his sister is a dark Nine trait. He is so intent on avoiding conflict with her that he agrees to something dangerously disordered.

Near the end of the seasons Jaime becomes heroic. A Nine’s sense of justice and fair play moves him into relationships that strengthen him, such as with Brienne.

I’ll continue watching, and perhaps I’ll feel I need to add more to Jaime TV later (I’m also rereading the novels), but for now, going by memory, this seems accurate.

Quina the Healer

I return to the Abbey to check in on Quina. She’s working with flowers and feels she has a talent as a healer. Can I take this flower to a priest for his opinion and recommendation?

They’ll send her to the Grand Cathedral to study! Her only objective is to learn more about the dragon, and this seems to be the best way to go.

Between “pick the flower” and “converse with pawn” it’s incredibly difficult to speak to Quina, but I manage it.

The Waterbending Scroll

ONE

The gang flies on Appa, as they often do at the One. Travelling onward.

TWO

Aang worries. How is he supposed to master the elements before the comet arrives next summer? This is an ongoing Trouble. Possibly, when we look at the Enneagram for this entire season, or even the three seasons of the entire show, this worry will be the larger Two. It’s an essential question.

Also, though, this episode has another, more specific Trouble. Katara offers to teach Aang the waterbending she knows.

THREE

With the two benders busy, Sokka is at loose ends.  He uses a long fuzzy frond to clean Appa in the river, particularly between his toes. Sokka does regular human things at the Three. I really like how the story writers deploy him at key beats.

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CATWOMAN (2012), NINE

Anne Hathaway physically hearkens back to the TV series casting: leather, long legs, sultry. Her Catwoman is in an obvious trajectory from the Newmar typing.

This Catwoman isn’t a thief for the thrill. She’s poor and hustling. When she hits a certain level of monetary comfort, she’s done. And, if we pay attention to the ending of The Dark Knight Rises, she lives contentedly in Italy with Bruce Wayne after the ultimate villain is defeated. Both of them walk away from the costume business. 

She’s built like a Four, which could be casting coincidence, and Catwoman has that emotional engagement that could indicate a Four. Is she?

No. She’s a Nine. One clue: the Batcycle. Batman rides a physically complicated bike. You don’t just get on and balance. Catwoman jumps on and is instantly competent. This is probably for story concerns; no one wants to watch Bruce tutor Selina on the motorcycle details. However, we’ll take it as an Enneagram indicator. This Catwoman is a Body Type.

Another clue: Selina begins the movie primarily concerned with herself. She’s not heartless about the downtrodden, but her own needs motivate her. This changes. She helps Batman because it’s fair. Justice, that Nine balancing of diplomacy, moves her to participate in the Eight.

And then we have the finale. The piazza trattoria with Bruce. They’re almost companions, war survivors. Although romance is implied, it’s not the driving motivation. They’re just comfortable together. That lack of drama says Nine.

The long legs? The sultry? Nines don’t usually deploy those tools, but they can if they want, and when they do it’s a knockout.

Saving Selene

A little group gossips in the town square as we come down from our castle visit. (These people and this quest are easy to miss.) The Duke is sending troops to question the Witch. We already know that Selene is alone in the Witchwood and that she doesn’t understand Wyrmspeak.

Off we dash.

Outside of her treehouse a mob clambors at her door. “Hang the witch!”

As we rush forward, a rock formation activates and rises up. It’s a golem monster that had been sleeping peacefully as a boulder. That sends the mob scurrying, and we’re left alone to do battle with it.

The trick to a Golem is to hit its glowing discs, and this can only be done with brute force. Magic is useless, and I’ve just idiotically changed my pawn into a sorcerer. I have arrows and daggers, though, so up I climb.

When it’s defeated, we see that it guarded a gated passage. At the end of it, in a graveyard, we find Selene safe with a glowing, ghost-like woman. With no lead up, these two drop some plot bombs:

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NATURE PANTS

ONE

Fry Cook Spongebob flips patties. One patty twirls into the air and changes into a jellyfish, which swims about the Krusty Krab kitchen and escapes out the porthole.

Spongebob likes this. He turns back to the stove and watches all the patties morph into jellyfish. Spongebob himself floats into the air and flies after them out the window. He transforms into a large, square yellow jellyfish. With big round eyes! They cavort in Jellyfish Fields until a voice calling his name awakens him from this wish-fantasy One.

TWO

The stove smokes and Mr. Krabs is yelling. Reality is the Trouble.

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In the Castle

We’ve finished the Wyrm Hunt quests and are now invited to enter the castle and meet the Duke. Well, I’m invited. Pawns aren’t allowed.

At the door to the entrance chamber a little jester man in the full bell cap outfit stops me. He’s deeply unpleasant, over-animated and suspicious. (Another unfortunate trope deployed, this time of a dwarf or Little Person who plays the backstabbing Fool.) He puts something on my head.

When I enter, everyone in audience turns and scowls. Reverse angle and I can now see I wear a clown hat with pom-pom topper. The Duke frowns at first, then responds.

He thought about removing my party cap by taking my head, I swear, but ended up making his courtiers laugh instead.

I’m welcomed to continue to assist the Duke. More missions to come! As I leave the castle, a cut scene takes over. Someone is in the garden.

Gender is immaterial. Whatever toon I play, they swoon at this Aelinore meeting. She’s blonde, she’s tender, and she’s innocent. She’s also new to the castle and in over her head. More plot to come for our prototypical Damsel in Distress.

Two more points dropped randomly about the mysterious Duke:

His Grace is unwell,” Aldous the Chamberlain says to me. He looks hale, but I guess I’m supposed to notice that the Duke is failing in some way.

He must be a wizened old man by now. He’s of an age with me, if not older,” Iola the hometown shopkeep says. Well, I have a photo and he doesn’t look anywhere near as ancient as Iola does. 

CATWOMAN (1992), SEVEN

Michelle Pfeiffer’s Selina in Batman Returns is one of the great moments in the Burton years of directing the Bat. Is she quintessential Catwoman? I don’t think so. My impressions are colored by the years of Eartha Kitt and Julie Newmar, when Catwoman was uber-sexy. Why did I think Diana Rigg was also Catwoman? Emma Peel, I guess. The leather, the long legs, the sultry tone.

Anyway, Pfeiffer is something else. Her Selina is scattered and marginal, book smart but not street smart. Miss Kitty is on the edge of sanity. She ends up with the leather and the sultry, but she barely holds it all together. Like her home sewn costume, the stitching shows.

Someone mauled by cats in a near-death experience should be walking a thin line.

Pfeiffer herself may not have the Enneagram body for it, but her Catwoman is a Seven. The competency in every day life, the mousy exterior that hides so much passion, and the weird breakout she goes through, are the indicators. She doesn’t have highs and lows as a Four would; everything is a low for her. Even the rush of being a superhero/villain is painful. This is a Seven sliding down into the weakness number, One. Wit is dark, physicality is driven, and pleasure is ascetic. It’s a beautiful portrayal.

SQUEAKY BOOTS

ONE

We have a fairly substantial One this time. A large anchor is Mr. Krabs’ house. Inside, he sings robustly that “Pearl’s me daughter.” And there she is! Our first time seeing and hearing Pearl! (It is, isn’t it?) It’s her birthday, she’s excited, and daddy is cheap. Instead of the Flipper Slippers everyone’s wearing, he gets her wellies as a present.

Not only is the story introduced, but the Krabs locale and family are established for the series.

TWO

The fishing boots are the Trouble. They were, of course, a bargain. Krabs’ penny pinching and its results drive this episode.

THREE

Cut to the exterior where the anchor house shakes as Pearl scream-cries.

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The Shadow Fort

Swarming with goblin and cyclops monsters, the Fort is a bastion the military wants to retake. We’re here to help!

Of the four Wyrm Hunt missions, I saved this for last as it can be tricky. Ballista fireballs rain down and vermin come from a tunnel system under the fort. At the end we face a Goblin VIP who taunts us, saying “Humans want destruction, too!”

The Salvation cult has a far reach, apparently.

I swear I’ve managed to kill him before, but he escapes underground this time. Good game. We didn’t lose the troop commander, which is actually hard to do. He’s a bit of a dolt who insists on standing in the fire.