‘Legends of Tomorrow’ S1E14: So, That’s Why it’s Called the Vanishing Point

by Agent Alicia Glass (a.k.a. Pandora the Punctuation Horror)

Flying Spoilers a-comin!

Way back in the very beginning of all this nonsense, Savage (before he was called that) did actually manage to capture Rip Hunter. Despite a few conversations with our Captain languishing in his Egyptian prison cell, he did manage to escape and damn it, Savage wants to know how Khalib did it!

Meanwhile aboard the Waverider, the thieving twins and their assassin gal pal all think we should just kill Savage already, never mind what happens to future-Carter’s somewhat scrambled brains afterwards. But the readouts from the Rock-Em-Sock-Em Robot battle of the previous episode tells our Legends that Vandal Savage really has been using all sorts of time tech and know-how that should, finally, get the Timemaster Council to deal with him once and for all!

Thing is, getting to the Vanishing Point, where the Timemasters are, is problematic. The ship was damaged in the previous episode and of course Captain Hunter’s impatience and selfishness ends up costing Jax his health and safety. Jax is aging at an accelerated rate after being dosed to hell and gone with time radiation, and there really isn’t anything anyone can do. Jax is stuck in the med bay, subconsciously recalling when he left to go on this mission, he was roofied and never got to say goodbye to his mother, which obviously bothers him.

Inevitably, every last Legend just has to go and talk to Vandal Savage personally, engaging in all sorts of mental sword-fighting with what is supposed to be their ultimate enemy. The manner in which he greets Sarah in particular, asking if she had heard from her sister Laurel lately, only managed to severely piss us Arrow fans off and remind us, oh yeah, this guy’s a total villain.

Kendra, accompanied by a rather dour Ray, is attempting to jog future-Carter’s memory and having zero luck. Why Ray thought demanding the answer from Vandal Savage on how to fix Carter would work, I have no idea. For all that Ray is a scientist, inventor, and genius, he’s still an awk-nerd fanboy, rather clueless about relationships and their long-reaching issues. Savage attempts to explain to Ray that they’re the same, at least when it comes to Kendra, because Vandal loved her and was together with her a long long time ago; it was fated. And though Ray truly wants to help Kendra, finding her speaking that ancient love Egyptian love poem to Carter to thump his head, seems to really bother him, too.

Of course, now Snart and Rory want to get off this ride, taking the jump ship and its one single pre-programmed jump back to 2016. Sara, on the other hand, never runs from a fight, even one she didn’t start, and we’re treated to a lovely goodbye scene with Nyssa Al Ghul as Sara remembers her last cleanups before embarking on this mission. Silverfox Stein thinks he can talk Savage into helping our Legends and Jax in particular somehow, only to be reminded that he’s the Enemy, sure, but he’s also very clever. So, Grandpa Jax gets roofied ah-gain and sent off on the jump ship back to 2016 all on his lonesome. And a sad Stein remembers the few bittersweet moments with his beloved wife Clarissa before he left on this insane mission, too.

Really, Ray? Really? We’re going to engage in raging fisticuffs with an effectively immortal tyrant, and we wonder how the hell Savage manages to escape. I do love how, as Rory and Ray are heading off to recapture the villain, Rory drawls, “If we live through this, you bumbling idiot, I might just kill you.”

Stein and Sara have been tasked with getting the ship flying again, which, between the former Space Ranger-turned-engineer and the effective hand of the League of Assassins, now navigator, seems actually possible. Sara can make the tough calls in extreme situations, as Rip points out, and no one can argue with that. Love you forever, Sara Lance.

So Rory and Snart, Ray and Kendra are all fighting Savage and Carter all at the same time, while the Captain and his Engineer and Navigator steer the ship with all they’ve got! Rip has to run off to martyr himself, leaving Sara to actually pilot the Waverider, and hot damn if she doesn’t do an excellent job! Is there anything that can pop the lock on the brainwashing Savage has done to Carter? Turns out, seeing his beloved potentially fated Hawkgirl almost slain by the hand of Vandal Savage is enough to make Carter sprout wings like the most badass avian hybrid ever and swoop in for the kill! Or rather, the knockout.

So we’ve actually made it to the Vanishing Point, more or less intact. But there’s still time for one last epic betrayal, and the whole of time and space may pay the price! There is one more episode before the phenomenal season finale, so it’s entirely possible that there’s way more badass villainy to deal with than just Vandal Savage. And that’s how our beloved characters become truly Legends!

Catch DC’s Legends of Tomorrow Thursdays on the CW at 8:00 p.m./7:00 p.m., Central!

‘Legends of Tomorrow’ S1E11: Welcome to a Town Called Salvation

by Agent Alicia Glass (a.k.a. Pandora the Punctuation Horror)

Sharp-shootin’ spoilers a-comin’!

Ah, yes. Here we are hiding in the Old West, away from the Hunters the Time Masters sent after our Legends, and of course the town is called Salvation. Ray is immediately fan-boying the whole old west scene and Sarah wants to take a look around outside, so everyone gets ship-made, era-appropriate clothing and some pistols and away we go!

The entrance of our Legends in their various western-style getups with that slo-mo gangster walk and the heroic cowboy music into the town of Salvation is a hoot and a holler and looks fun and laughably ridiculous. Sarah and Rory immediately begin a drinking binge with alcohol that could take the paint off your walls, Stein surprisingly gets to gambling with Snart, and Kendra has an unexpected encounter in the saloon over (what else?) a disagreement on how to treat ladies, even saloon ladies. Next thing you know, Snart’s killed a bad guy and started a bar brawl. It’s the old west right? But things are almost immediately stopped by a smart figure in a very old uniform with a uniquely scarred face, the bounty hunter extraordinaire of the cowboy-inspired part of DC comics, Jonah Hex!

Of course, idiot Ray, with his penchant for modern history names like the highly original “John Wayne,” wants to save the town of Salvation from the tyranny of the Stillwater gang and insists the crew stay to do so. Never mind that Ray finds himself the new Sheriff and really has not a bit of experience with pistols,  he is good at planning and strategizing. So, when the Stillwater gang comes in for their first confrontation, they get an invitation to go packing from the carefully placed sharp-shooter Legends arranged about the town square!

Not a bit of this impresses Jonah Hex (Jonathon Schaech), however, who reminds our Legends that whenever they do decide to leave Salvation with the Stillwater gang matter unresolved, the same thing that happened to Calvert will happen here. What is Calvert, we ask? Gideon explains it was a town in Oklahoma a few years before their current time-location that was destroyed in the aftermath of a younger Rip Hunter and Jonah Hex feeling their oats and regrets. Yes, our Captain knew Jonah Hex from before; the show even implies that Hunter’s murdered son in the future, Jonas, is named in Hex’s honor.

Stein, meanwhile, is very taken with the kind woman with the dying son from the original bar brawl. He has the consumption, you see, and his mother wanted him to see the west and ride that stagecoach he always wanted to, before tuberculosis takes him down completely. Stein, with his large heart and science-y brain, absolutely refuses to sit by and let this happen, insisting on the Waverider synthesizing a cure as close to old western medicine as he can manage, and giving it to the boy.

Sarah and Kendra have gone off riding into the woods to go looking for the woman Kendra encountered at the saloon, who, of course, offers them a lead-lined greeting when they find her. Turns out, this older, hardened woman who lives bitterly alone is actually a former incarnation of Kendra herself, the aging Hawkgirl who endures in obscurity because in this time period, there isn’t any Carter to comfort her. She claims, in sorrow and regret, that Kendra will never love another person the way she loves Carter, that trying to love anyone else always ends in tears, that the two hawk folk are fated to be together forever and ever. Which, considering the original mission of our Legends bucking future fate and all, doesn’t go down well for Kendra.

So, the boys mistakenly went to go confront the Stillwater gang and end up with a bad guy in their med bay and down a teammate; Jax gets himself taken. Much arguing later, we’re going to have High Noon from Captain Hunter in town square and inevitably it’s not that simple – right about then is when the Hunters decide to show up, and main street of Salvation is suddenly filled with flying fire guys and laser beam future-pistol shots!

The showdown on main street is actually pretty cool. Hawkgirl is doing dive-bombs, Jax and Stein are fire-bombing their way up and down the street, Jonah Hex is firing the future pistol he borrowed from Captain Hunter, Ray’s in his A.T.O.M. suit doing damage, and the criminal twins and their assassin friend are shooting and stomping their way through the villains!

The Hunters just have to get in the last word before defeat, telling Rory that the Timemasters have sent the Pilgrim after our Legends, which can’t be good. Stein gets the most astonishing information when he goes to say goodbye to the young boy he saved from tuberculosis, who happens to not-so-coincidentally bear his father’s surname, Wells. Herbert George Wells, as a matter of fact. Absolutely adorkable. Sarah and Kendra are back from their walkabout, and it’s time to have a talk with Ray, sadly. And now it’s time for one final talk with everyone around the planning table, because the Timemasters have sent the Pilgrim, their deadliest assassin, into everyones previous timelines, to stop all our Legends from becoming thus long before they could do anything about it!

Catch DC’s Legends of Tomorrow Thursdays on the CW at 8:00 p.m./7:00 p.m., Central!