There’s two dead bodies in this episode. The first is Santa. Not the real Santa, but a poor sap in a Santa suit who’d been beaten to death. His brain is nice and normal. Liv is almost a real person. But she’s also written to be as boring as possible just because she’s not actively working with Clive. We see none of the visions for Santa’s case, just a couple instances of Liv helping from afar—sending a witness Clive’s way, as well as a note stating the suspect Clive already had in for questioning was at the crime scene. During this time, the main focus is on Ravi, Major, and Liv digging up a field to find the drug dealers stuffed with tainted Utopium. It’s like geocaching, but far more boring. The only thing you need to know about the first act in the episode is that Major and Blaine both know they may revert back to zombies soon. Ravi takes blood samples from both to see if he can figure out when they’ll revert.
Then suddenly, there’s random Romero-zombie action and a panicked girl running into a high school. It took me half a second to realize it’s footage from the Zombie High show referenced early in the episode—a show Liv loves as much as I love Z Nation for its over-the-top ridiculous zombie antics. Sadly, there’s more energy in this intentionally awful show than then entire second season of iZombie. While shooting this particular scene, there’s an accident with a prop gun, killing Jordan, the show’s star. It echoes the incident that happened while filming The Crow, which took Brandon Lee’s life. Except this wasn’t an accident. The prop gun was swapped with a real gun.
Liv and Ravi arrive on the scene and Liv proceeds to fangirl herself into a puddle of embarrassment. Again, a writing decision meant to prove she has the know-how to navigate this case but ends up making her come off as a psychotic fan who’d probably try to steal the leading man’s underwear from his trailer. Nevertheless, Clive thinks it’s best to have Liv onboard since she knows so much about the show, its actors, and the drama on set. Like we didn’t see that coming from ten miles away while blindfolded.
Over the course of the episode, we learn that Jordan was a d-bag. Scratch that. He was the d-bag. The only one anyone on set needed in their life. He gave everyone nothing but grief, insisting he delve so deep into the Method school of acting, he wouldn’t even say two civil words to his faux-zombie costars. His kinda-girlfriend, Starlee was only with him to keep him from blackmailing her with a horrifically insensitive impression of their deaf costar. The other male lead, played by Wyatt, doesn’t paint a pretty picture of Jordan’s on set tantrums. Tara, the director’s assistant, gives the crime-fighting duo a red herring, saying Wyatt had motive to kill Jordan and take his place as the sole leading man she told Wyatt he’d be the next character killed off on the show.
Basically, it’s half an hour of Liv and Clive chasing dead ends, Liv putting on her Serious Actor Face, and them completely ignoring the fact that it’s painfully obvious who swapped the prop gun for the real one. Oh, you know, the guy who is charge of the weapons. Fitz was shagging an assistant director who died in a car accident a year ago after one of Jordan’s routine late-night filming sessions where he insisted they do thirty takes of each shot. He blamed Jordan for the accident, but stewed in it. That is until learning the show would move production to Los Angeles just so Jordan could become an even bigger star.
While they demonstrate great police work, Major is dodging metaphorical bullets from Vaughn Du Clark and his daughter, Gilda. She questions Major’s every move, warning VDC that he will betray Max Rager. VDC is all hakunamatata about the situation. His care-free days may be numbered. Dr. Lockett approaches Major and tells him he’s ready to spill the beans about Max Rager, their experiments, and the zombies to the press. He gives Major a flash drive with a copy of the files to use as proof should Lockett’s plan end with his early demise and suppression of the truth he’s trying to share. Sensing a trap, Major hands the flash drive over to VDC. As a reward for being a good little zombie assassin, Major gets an all-access tour of the secret underground lab. There’s a moment were VDC almost feeds Lockett to the Romero-zombies locked in the lab. When Major fails to panic and open the door to save the man, VDC releases Lockett. It is a test. One Major passed with flying colors. Why? He gave VDC a Fitbit with a bug so he can listen to every word the man says. It’s the smartest move anyone makes in the episode.
Over the Christmas season, business boomed for Blaine. He’s feeling a little hakunamatata himself, practically rolling in cash with joy. It’s a short-lived joy. Dale Bozzio is following up on information she got after checking the missing person’s phone records. Several placed calls to a number owned by Blaine. He passes it off as a business call for the funeral home. Meanwhile, he’s sweating bullets because Don E handed him one of the yellow brain transport coolers to take to an angry client; the FBI have the yellow coolers noted in the case file. Thanks to some quick-thinking, Chief and Don E work together to snag the bag before Bozzio sees it. Bullet dodged. For about an hour. When Bozzio returns to the police station, she and Clive discuss her case. Turns out Digger, the dog belonging to a zombie Major killed, has a GPS enabled chip. While Bozzio digs through papers to find that information, or something else, she sees the suspect sketch Clive has tied to the Meat Cute case. Whoops. There goes Blaine’s chance to ride this investigation out under the radar.
Clive and Liv are a team again. Yay. Maybe the writers won’t feel the need to make Liv impossibly dull anymore. I say that knowing the next episode references a novel which has become a blight on humanity. This will only end in tears. My tears, in honor of my sanity.
The fun and screams continue as Team Badass ventures to finally translate the Necronomicon—no, Pablo, I won’t call you guys The Ghost Beaters even if you paid me in fresh human flesh. Ash drags his unlikely partners along to Books from Beyond, owned by Lionel Hawkins, a self-made Necronomicon expert. He’s probably the only guy alive today who can read the book. Good thing nothing happens to him, right?
I’m getting ahead of myself.
The mysterious Ruby Knowby is on the team’s trail. She arrives at Kelly’s parent’s house not long after they drove off. Her taste in cars in commendable, by the way, but that’s not why we’re here. Ruby wants Ash and the Necronomicon. To find them, she needs information. That’s where dear old dad comes into play. Kelly’s father wasn’t properly buried for someone attacked by a deadite. They idiots left his head attached. When Ruby shows up looking for Ash’s trail, she’s attacked by DeadDad. The fight lasts a laughable half a second before Ruby impales DeadDad on his wife’s grave marker and begins her interrogation.
DeadDad isn’t a stool pigeon. He’s of no help to Ruby, refusing to cooperate. That is until she pulls out a wicked knife which just so happens to scorch deadite flesh on contact. Groovy. Where can I get one? We have to assume DeadDad talks. I hope he did. It’s about time Lucy Lawless and Bruce Campbell were on screen together. My patience wears thin waiting for this momentous occasion.
Over at the creepy as hell book store, Lionel is one happy puppy when Ash gives him permission to touch and read the Necronomicon. His joy is cut short when Amanda Fisher, still not back on duty but a pain in Ash’s backside nonetheless, bursts in thinking she’ll just snag Ash and end the newfound problems in her life. Think again. Pablo, fresh from his rejection after Kelly calls him “the little brother I never had,” rushes to Ash’s defense, clocking Amanda on the head with a femur. They cuff her to a ladder, leaving Kelly to watch over the officer while the guys go into the back to learn a little Necronomicon history and royally screw everything up some more.
Translating the book is about 25% skill and 75% talking out one’s backside, or so it seems when Lionel cannot find a clear answer to the Big Problem: How do they close the portal Ash opened in order to get laid? There’s some vague thing about the key being in The Man, which Ash assumes is him. Then the braintrust does exactly what they shouldn’t, plan to summon a lesser demon and ask it how to fix Ash’s boneheaded mistake. It’s Pablo’s idea, which he wants nothing to do with once things are in motion. Lionel is beside himself with joy at the prospect. Ash is still stuck figuring out why him. Don’t hurt yourself thinking, dude.
The women aren’t exactly making intelligent decisions, either. Amanda wakes and is understandably livid about being cuffed to the ladder. Kelly’s sympathy button broke when she watched Ash hack her mother’s head off. She’ll watch Amanda and let the guys do their thing. That is until whatever they’re doing in the back room makes weird things happen out front. Suddenly having another ally seems like a good idea. Amanda even agrees with her; if Ash and the others are trying to stop the deadites, then they should all team together.
They’re not cooking with the same kind of logic in Books from Beyond’s back room. Lionel is eagerly setting up the ritual space, creating an altar and a protective circle to trap the demon—safety first, kids. So long as no one breaks the salt circle, they’re good. I mean, it’s only a lesser demon. How bad can it be?
Bad. It’s bad.
Eligos isn’t some infant-sized demon, as they assumed from the picture in the book. It is downright terrifying, actually. The design for the demon is astounding. Better yet, it’s practical. As in, there was a guy in a rather hideous costume on set for the actors to work with and not a tennis ball on a pole to get the sight lines correct. The only computer effects came in when Eligos had to move and fight. Oh and they blurred his junk for the actor’s modesty. How kind.
Okay, back to what a poorly thought out plan this is.
The demon isn’t particularly helpful. Ash asks how they undo what he’s done. Eligos wants to barter—his freedom for the answer. Yeah, not happening. He asks again, what can they do? “Die quickly; that is my only advice,” Eligos tells the men. He’s so helpful, that Eligos.
Before Ash can make yet another vain attempt to get a straight answer, Amanda bursts into the room. She lied to Kelly. She’s still going to apprehend Ash. When Ash doesn’t comply to Amanda’s order to disarm, she shoots a warning shot beside his chin—it is the biggest target, after all. The show startles Ash. He breaks the protective circle. Eligos got his wish, he’s a free elf . . . I mean, demon.
Eligos attacks. Amanda is knocked out. He digs his powers into Ash’s mind, destroying it from the inside out. The demon is wicked fast, moving in quick jumps around the room, making it impossible to shoot him. Ash shatters a window. It gives Eligos the weapon he needs to prevent Lionel from reading the spell to return him to the other side of the portal. Lionel takes several huge glass shards to the face and dies. Poor Lionel.
Pablo, who spends a good chunk of the fight hunched behind a table with Kelly, grabs a gun and tries to shoot the demon. It does no good, but breaks it’s hold on Ash . . . just long enough for it to circle around and snag them both. As they only one left to save the day, Kelly grabs the Necronomicon—it started the mess, it should end it, too—and whacks Eligos with the book. The demon vanishes in a puff of black smoke. Nifty thing to remember next time they summon pure evil. That was sarcasm.
Amanda can’t catch a break. After Pablo and Kelly head to Ash’s can, Amanda wakes and still tries to apprehend Ash, cuffing him. He slips his wooden hand off and cuffs her instead. She’s left in the book store alone. Or not. Lionel returns as DeadLionel and he’s got his eyes set on Amanda. She better figure out how to escape.
Left at yet another dead end, the team’s spirits are low. What can they do? The most helpful thing Pablo can suggest is visiting his estranged uncle, the family brujo. Given the lack of anything better, off they go to talk to the uncle Pablo hasn’t seen in quite some time.
We do get to see the crew walking—yes, they killed every last El Camino they stole—through sunny and thoroughly destroyed southern California. Anaheim, more precisely. Yes, they do indeed tromp through Disneyland’s ruins. No, there are no Mickey Mouse zombies. Yes, I’m slightly disappointed. Lest viewers think this episode accomplishes nothing for the plot, the crew does indeed finally arrive at the coordinates Citizen Z gave to them. It’s not quite what they were expecting, though—a ramshackle dive bar with an older tea-slinging woman behind the bar. While the team scout the bar, Citizen Z discovers a hacker’s fingerprints on his system. After some tracking, he discovers whoever broke into his laptop accessed files for Operation Bitemark. Is the op compromised?
And now, a peek at the crew as they were before the apocalypse changed them for better or worse.
First up, Citizen Z, a.k.a. Simon Cruller. Our favorite computer wizard wasn’t always on the NSA payroll, it seems. Nor does he look good in an orange jumpsuit. Simon’s hacking skills landed him in federal lockup with impending espionage charges. He won’t plead guilty. Which is good because NSA needs him to join them on their next greatest mission, one so secret, Simon can’t even tell his lawyer what it is—zombies. Obviously the intrigue offered by the NSA worked. Simon signed on with them, went to their north-most outpost, and has been a one-man tech team keeping Operation Bitemark alive.
We flashback to Roberta while she’s struggling to keep tabs on deployment orders for her unit and the other units at the same National Guard base. Her stress levels bounce off the ceiling several times, but her compatriots aren’t bothered by any of it as they catch a game on TV before moving out. Everything is pretty SOP, until there’s a crash outside. An ambulance rammed into the building. The driver is MIA. The patient strapped in the back is still very much present, and very much undead. Roberta tries to help the patient, under the impression he’s panicked and injured. Yeah, no. She heads inside to call for another ambulance. The phones are dead. Ditto for her unit, unfortunately. They attack her and she’s forced to put a bullet in their heads. Quick on the uptake, Roberta figures out they’re zombies without anyone spelling it out for her. Her fast-thinking may be why she’s the one leading the team. Or, you know, not being a martyr.
Turns out Doc wasn’t always high as a kite. His five-year sober streak ends with the apocalypse, though. It’s just another day in the office for the kindly therapist. His patient is likewise dealing with addiction and they have a pretty relaxed dialog—anything else in Doc’s presence is unheard of, to be honest. There’s another therapist in the office, who can’t quite handle her manic patient. Doc has to save the day, strong-arming the guy and talking sense to him. While the therapists work, the outside world devolves into chaos. That chaos finds its way indoors. Zombies eat the other therapist, her client, and Doc’s patient. Doc eats an OxyContin tablet to brace himself for what’s outside before escaping into the fray. Right after we came back from his flashback, Doc finds a Z-weed joint and lights up. Not much has changed since Doc saw his first zombie.
You guys ready for the surprise guest? Mack returns for Addy’s turn in the way-back machine. He’s on the ice, being ferocious during a hockey game. Addy is just as fierce in the stands cheering on Mack’s opponents. Just when the game gets good—Mack and the star player from the other team drop their gloves to duke it out—a zombie runs through the stands and smacks into the Plexiglas. From there it’s pure chaos. Mack and his sparring partner leave the ice together. The other guy doesn’t make it far. Addy manages to dodge the crowds, ducking around the worst of it until she runs into Mack, who can’t quite kill the zombie snapping at his throat. Addy lends a hand and the two team up. Mack has a chance to return the favor, braining a zombie pinning Addy against the wall. They make a pact to stick together. Which means Mack is tagging along when Addy realizes she has to get to her mother and brother at the house. Tagging along, in the end, is what lead to Mack’s demise. Was it Addy’s pretty eyes or an overly large sense of duty to help others? I’d say a dash of both, honestly. He stayed with her in the beginning because they both needed help. They remained together later because he just could not let her go and the mission became much more important after Murphy nuked half the USA.
We saw the most emotional part to 10k’s apocalypse beginning a while back. What we didn’t see was bright-eyed 10k, then simply Tommy, encountering his first zombie. He’s out on a camping trip with his dad, enjoying an afternoon fishing alone. A forest ranger, undead of course, shambles his way with three arrows in her chest. Quickly more zombies join them—hunters and rangers who were likely attempting to kill the zombies in the forest, only to die in the process. Tommy drops his fish and runs. He’s nearly z-lunch when his dad catches up, clearing the zombies with precision shooting. Now we know where 10k learned his skills from. Skills he puts to use daily. His dad must be proud.
Grab your tissues, Vasquez’s flashback hits a few emotional triggers. Guilt-ridden over the deaths of his family because of his job, Vasquez tortures himself mentally. He’s keeping watch over his wife and daughter’s caskets in an unlit funeral home. The funeral director doesn’t even know he’s in there until he accidentally walks in, then gives the mourning man time alone. Vasquez kneels to pray. Scratch, scratch. He calls to the funeral director to ask if they have rodents in the building. No answer. The scratching continues. Finally the director comes back . . . or at least his reanimated body does. There’s a fight. Vasquez empties his gun into the zombie’s chest. No good. He ends up bludgeoning the thing to death. Good timing, too. He’s just in time to watch his undead wife and child crawl from their caskets. His gun is empty. He has no backup. Vasquez realizes he will have to beat his family like the funeral director. We don’t see the kill. We just hear Vasquez’s anguished scream as he realizes what he has to do. Killing his family for the second time hardened the man beyond what was necessary to do his job. Wandering the apocalypse alone turned that into a ruthlessness and stubborn moral code no one can break. Not even Roberta.
Last stop on the flashback train—Murphy. As expected, he’s in jail.
Unexpectedly, Murphy doesn’t look a thing like himself because I am so used to seeing him blue and covered in scars. But when he opens his mouth, it’s pretty much the same smart aleck the crew has dragged from New York to California. He’s hosting a poker game in the prison yard—where he’s doing time for postal fraud. As sometimes happens, a prisoner is stabbed in the yard. Yeah, you guessed it, the guy turns zombie. Everyone panics when the guards start turning as well. Murphy saves his own hide, running through an open gate and closing it before his poker pals can join him. It’s always been Murphy First in his book. Then the vaccine made him actually care about the well-being of the zombies. Feelings are uncomfortable. I get it. Being The Guy to end the apocalypse? It’s too much to bear. Murphy tells himself, “I don’t want to be the savior of the human race. I don’t want to be the zombie messiah.” He doesn’t want to be accountable for his actions anymore. If he screws up, like he did to land in prison, that’s it for humanity. That’s an awful weight on his shoulders. When he breaks down, Roberta gives it to him straight, “There isn’t a happy ending for any of us, but you, you are the one person who can change that.” How long can she keep him together? At this point, it’s like fixing a shatter vase with bubble gum. It’s holding, but ain’t pretty.
There’s one episode left in season two, with a season three already ordered for later this year. How much chaos can they cram into this finale? It’s hard to top nuking the country.
Yo, where are you going? ID, please. The show we’re discussing uses profanity and contains adult situations.
Kelly still thinks she’s going to bat her eyes and get Ash to help. Man, she’s not paying attention. Ash is out to care for numero uno. In order to save his bacon, and by default everyone else’s, he’s gotta figure out what’s actually written in the Necronomicon. Thirty years schlepping the thing around and he didn’t think to do this before the end of the world is nigh? Man, and I thought I procrastinated hardcore. Kelly gives up simply asking for help and steals Pablo’s motorcycle so she can save her dad.
Oh and Pablo says she took the Necronomicon.
Cue a miraculous cleanup for Ash and Pablo, then we join them on the road. They’ve picked up a hitchhiker—Mr. Roper. Well, he’s DeadRoper now, and he still hates Ash with the fire of no less than ten-thousand suns. Most people do. He’s not unique. What is unique is the in-car fight between DeadRoper, Ash, and hapless Pablo. Pablo thinks he can learn to fight like Ash. He takes one hit, all Ash needs to get into Fight Mode. Pablo, “…but I just got hit; I don’t know what to do!” You’ll learn, Pablo, or you’ll die. He makes a valliant attempt to save Ash, smashing a bottle over DeadRoper’s head. Yeah, that’s not going to work. But it does give Ash something he can partially hack the Deadite’s head off with before pushing it out the window for an oncoming car to behead. Now they have to clean up again. Will someone test to see just how much blood a moist towelette can remove? For science.
Amanda Fisher is on Ash’s trail, following the weird breadcrumbs to what was once his doorstep. His neighbors have nothing nice to say. Nothing useful, either. Amanda finds the business card for the book store Ash is trying to get to, thanks to the severed arm he left behind. Not his own. Her chase for clues ends abruptly when the state police arrive, shooing her away because she’s still suspended. That’s okay. She’s got the card and saw the police sketch of Ash. It’s a no-brainer from here on out. Just like the Deadites Ash offed.
At Mr. Maxwell’s place all is . . . comfy and cozy? Well, crud. Ash and Pablo look like asylum escapees, covered in DeadRoper’s blood and wielding weapons. Surprise, Mrs. Maxwell wasn’t dead. (Liar) She had amnesia after the car accident. (Pants so on fire) But she’s slowly remembering everything again. Yeah. Right. Ash sees through her game. But is he just paranoid or is Mrs. Maxwell really DeadMom? They should stay for dinner and find out.
Ash oozes charm at dinner. No, wait, that’s the roast beef oozing. Never mind. Just when the schtick has hit the, “Maybe she’s not a Deadite,” point, Ash takes matters into his own fist. One shot to the jaw does the trick, bringing DeadMom to the surface. There’s a couple weird boomstick point-of-view shots, which I actually don’t hate despite the camera jiggling, during the fight. As usual, the physical action is astounding. The gore which comes as a result of the fighting is just as wonderful, done primarily with practical effects with a little digital to augment—which is how you do it, folks. DeadMom kills Mr. Maxwell. Then she and Kelly vanish.
Kelly runs upstairs to hide and figure out what’s going on with her family. DeadMom is there, pretending to be regular ol’ Mrs. Maxwell. Maybe they can find a way to help? Yeah, no. DeadMom attacks when Ash and Pablo join them in Kelly’s childhood room. Poor Pablo tries again to jump into the fray, stabbing DeadMom in the head. No good. It’s gotta be decapitation. And the only thing they have handy capable of severing heads ends up stuck in a wall at one point. Get control of your chainsaw, Ash. Sheesh. He does, of course, unleashing about five gallons of blood on Pablo and Kelly.
They bury Mr. and Mrs. Maxwell in the front yard. Kelly officially joins Team Badass. But, uh, what about the book? Oh yeah, I forgot to mention that Pablo had it the entire time. That’s okay. They’re back on the road again, on the way to the bookstore. They better hurry. Amanda is waiting.
You guys remember Evil Dead, Evil Dead II, and Army of Darkness, right? If not, please educate yourself on some of the most hilarious cinema featuring murderous corpses. Well, some of them were corpses. Others were possessed. Either way, the Deadites are a force to be reckoned with.
Ash, our debonair hero, thought he’d put those suckers to bed thirty years ago. Flash-forward to present-day. He’s fat, hiding it with the most ridiculous girdle worn by man, and hornier than a chihuahua on Viagra. The opening sequence for the series is literally everything diehard Evil Dead fans want to reintroduce Ash. At the drop of a woman’s undergarments, he’s able to get laid—his sole goal in life, it seems. The mood is soured when his for-now lover’s face morphs into a Deadite. Hard to keep going after that, huh?
But why is Ash seeing Deadites at every turn? Well, see, he wanted to get laid by the blonde artsy woman with words tattooed around her wrists not long before the show’s timeline starts. StonedAsh managed to focus through the haze long enough to grab the nearest book—the Necronomicon. Whoops. So they read from the friggen book, of course, and here we are, smack in the middle of Deadite Country.
Elsewhere, two State Police officers are dragged into Ash’s mess when they’re called to a domestic dispute. Only, the house is abandoned. People had been there, judging from the table-load of drugs and booze left behind. Oh and the corpse crouched in a corner, hands still raised to fend off whatever scared her to death, could be a clue. I don’t know. I wasn’t a cop before turning undead.
Amanda Fisher and her partner, Carson, find one other person in the house—Ash’s blonde date who read from the book. You know where this is going, right? Fight time. Blondie cranks her head around 180* and dislocates her shoulders before launching at Carson. Amanda takes some wicked-huge scissors to the hand. Then things get really out of hand, ending with Carson and the blonde woman without heads. That escalated quickly. Later in the episode, we learn that Amanda is out on leave pending an investigation into the shooting and a psyche evaluation, because how many people say their partner went crawling on the ceiling before attacking them? A kind, and kinda hot, stranger—played by Lucy Lawless—more or less tells Amanda she’s not nuts. A fact Amanda confirms by going back to the crime scene, where she finds Carson’s shirt fibers on the chandelier.
Over at ValueStop, Ash attempts to swindle Mr. Roper out of his paycheck and possibly, maybe, forgetting Ash is supposed to work that day so Ash can run like a scared rabbit into the sunset before the Deadites find him. But first, he has to make a fool of himself in front of the new woman Pablo brought in to work with them. Hello, Kelly. I like your lack of accepting misogynistic nonsense and skill with a wrist lock. That’s how you introduce a female character, ladies and gentlemen. Take note.
Ash’s plans to bolt come too late. The Deadites are on his trail. In a scene calling back to Army of Darkness with the army of MiniAshs, he fights a possessed doll, only to be saved by clueless Pablo. Well, not totally clueless. Pablo’s brujo uncle warned about a man who would be the only one capable of defeating the evil dead, El Jefe. Putting two-and-two together, Pablo figures out Ash is that guy. Cool. They’re saved. Except Ash still wants nothing to do with the hero biz. He’s out of that game. Paid the ultimate price.
They’re only hope gone, Kelly and Pablo don’t know what to do next as things get weirder around the store. Kelly receives a video call from her father, with guest star—her undead mother! Off to save Mr. Maxwell. But first, a pit stop.
For a man living in a trailer, it sure is taking Ash a long time to skedaddle. He’s gotta think about Eli, man. Poor bearded dragon didn’t ask for any of this. He just wants to chill and eat. But it’s a good thing Ash is so ill-prepared to leave. Pablo’s pit stop requires the man himself to fight Kelly’s Deadite mother. Yeah, Ash isn’t on board with that plan, either. He doesn’t get much of a choice. The Deadites are in the trailer park, changing his weird, yet kind neighbors into joke-cracking killers. One grabs Kelly, strangling her through the trailer’s window.
He’s always been a sucker for a woman in need. Ash flings an ax at the Deadite, severing its arm. The trailer starts rocking—and not for any goodtime reasons. Cue the quick change into GoodAsh. Admit it, you all swooned when you saw the blue shirt. Bonus badassery, a foot-trigger, spring-loaded shotgun storage compartment in the trailer’s floor. I want one of those. But Ash loses a point for admitting he needs to do cardio.
There’s one more Deadite fight, this time with sweet as cream Vivian. She’s silly enough to stand between Ash and . . . wait for it . . . are you sure you’re ready? The chainsaw. They knock each other all over the trailer. Ash ends up, yup, on the ground. Pablo is pinned to the wall with a knife in his right shoulder, leaving Kelly to fend for herself against something she’s never seen before. Her bravery flees, though she manages to hold DeadViv at bay just long enough. For what? For the most awesome moment in the show. Pablo flings the chainsaw to Ash using his foot. Angels sing. The engine revvs. DeadViv is so excited her head just flies off.
Roberta saves Vasquez’s bacon big time. She stops Kurian from injecting the Zmurph serum into her newest crewmember and suggests Kurian take the inaugural dose. Trapped with no way to avoid outing the scheme, Kurian doses himself. He’s not quite dead yet. Matter of fact he’s feeling good enough to go for a walk. A short walk. To a box containing a severed zombie head, which La Reina orders him to stick his hand into as a test for the cure. Amazingly, Kurian doesn’t turn. It’s enough to convince La Reina to dose her entire crew—except Escorpion, a.k.a. Hector, who takes Vasquez off for another round of torture. He’s the lucky one. The serum works as intended, with a slight delay before Murphy is able to make them do a soft shoe to Brittney Spears songs—which he doesn’t do in this episode, but should. Taking control of Kurian, Murphy sets him to work making more serum.
Off in Hector’s torture chamber, Vasquez finally confesses to the attempted murder. As reward for his honesty, Hector has Vasquez strapped into what’s essentially an iron maiden, only with a zombie instead of sharpened spikes on the door, so a zombie maiden. There Vasquez is forced to listen to Hector’s woefully typical, “This bad stuff happened to me as a kid and that’s why I’m a murderer,” speech. I would have preferred to hear just about anything else from the character. He’s called away to a meeting. Thank goodness.
To say Roberta isn’t onboard with the Zmurph plan is a vast understatement. She washes her hands of Murphy’s plan for Kurian and the Zeroes the second she realizes it’s a thing which is really happening as they stand there trapped in what will probably become a nest of ravenous Zmurphs. Leaving Murphy to deal with Kurian, Roberta heads to warn the others that they need to get out ASAP. Before they fully formulate a plan, she’s called to the meeting with Hector and La Reina. Before she goes, the others are tasked with finding Vasquez.
At the meeting, Hector lies so much his pants spontaneously combust. Roberta calls him on the bull, admitting that Vasquez has no interest in killing La Reina, just the man who murdered the former DEA agent’s family. Murphy strolls into the meeting just in time to control La Reina, making the meeting go favorably for their group. Not so much for Hector. Murphy gets a little too eager to flex his power, ordering Roberta to kill Hector. They’re only saving grace is the meeting is amongst other Zmurphs.
Zmurphs Murphy loses control over moments after Roberta leaves with Hector leading the way to the torture room. The time to leave is, like, fifteen minutes ago. Kurian in hand—because he wants more serum even if the doctor is lusting for Murphy blood—Murphy runs to the lab. One can only assume he means to grab whatever supplies they’ll need to make a cure on the road. Roberta ends that plan by decapitating ravenous Kurian.
With Vasquez free and Hector locked in the zombie maiden, there’s nothing stopping them from walking out the same door they came in through. Right? Ha. Ha ha ha. La Reina and the other Zmurphs are on the hunt for their master. She recovers Kurian’s head before leading the Zmurphs through the power plant tunnels. Doc gets an idea to use the zombies trapped in the power plant to fight the Zmurphs, except the doors won’t open. That’s okay, Murphy here to save the day. He uses his powers to agitate the zombies, their weight breaking the doors.
Did anyone else kinda want this fight to suddenly stop and turn into a dance routine from Westside Story? Just me? Okay . . . .
The crew runs for it. Murphy lags behind. Guilt weighs heavy on the poor guy. He’s not okay with zombie on Zmurph violence, but what can they do? The mission is more important. Something he nearly forgot in the rush of having his own people to control. Despite misgivings, he leaves the underground power plant, joining the others on the now-deserted street.
Deserted except for Hector. It looks like the nutjob chewed his way through the zombie maiden. Hector and Vasquez have an honor fight. Roberta makes everyone stand down so the two can pummel each other. The fight ends with Vasquez tossing Hector to the zombies clambering to climb the ladder. That’s it for the Zeroes. Right? Maybe. We know Kurian’s head lives to see another day, but who is the one saving him at the episode’s end?
The gang borrows the Zeroes’ fleet of El Caminos and hits the road in style. They’re not far from the border. If they don’t muck things up, they could reach the lab in a day.
I’ll save you some time. Here’s the big whopping plot in one sentence: They prepare to leave town.
Duh? There’s no way to reclaim Alexandria until the herd calms down. The choices are limited; either they settle in for a long wait or they leave Alexandria and come back to clear the walkers with replenished resources. Why the writers needed forty minutes to make this happen boggles the mind. Viewers already knew what needed to happen for the characters to live to see the second half of the season. Why waste thirty-five minutes of screen time drawing out the inevitable?
Not only is this episode a gigantic waste of time, they also kill off someone vital to the show’s continuing plot. Deanna is yet another victim of the convenient death scheme. Something we all saw coming each time she got closer and closer to realizing Rick isn’t the man she should leave in charge of her people. Her people. Not his. Rick cannot and will not see the Alexandria natives as part of his crew. Something he’s called out on in the episode during a deathbed conversation with Deanna—who is only dying because she saved his life. Six seasons of them killing off Rick’s naysayers and I’m to the point where I’d rather see the man himself written off the show than someone who simply questioned why he’s such a poor leader. It’s boring. Predictable. A surefire way to turn fans completely against the character when we should still root for him, questionable morals and all. I wouldn’t loathe Rick as he’s written for the show nearly as much if the writers would just stop killing anyone who stands up to him for the sake of their own moral code.
Women get dealt poor hands on this show all the time. Carol is still plagued by this unreasonable story line pitting her against Morgan. Not only that, she also suffers a random concussion which makes her physically inferior to Morgan. If the writers hadn’t made her trip and fall for no other reason than to give her the concussion, the fight would’ve gone in Carol’s favor. They realized too late that pitting the two against each other was a mistake. Both are essential characters. If they didn’t cripple Carol, Morgan—who is now the conscious for the show since they’ve laden Glenn with Baby Daddy Syndrome—would be dead alongside Dale and Hershel, the other poor unfortunate souls to carry the title of Captain Moral Integrity. So instead of a fair fight, we get a one-sided, poorly motivated fight which ends with Carol cold-cocked by Morgan, Morgan knocked out by the prisoner, and poor Denise used as a meatshield so the prisoner can escape past Tara, Rosita, and Eugene.
Then there’s Michonne. Most of Deanna’s deathbed moments were spent highlighting the fact that the writer’s haven’t given Michonne a reason to fight for Alexandria, its people, or even Rick’s people. Aside from being present to wield a sword, Michonne has no motivation. No purpose outside killing. It shouldn’t take this long for them to realize they’ve forgotten to write essential human needs into a main character.
Everyone in Alexandria is hiding. Or so we assume. At no point are Deanna’s people accounted for. The only townsfolk we see outside of Rick’s main group are the one’s shoehorned into the plot. Denise is present to give the prisoner a way to freedom. Jessie is present because Rick wants to do bedroom things with her and she has his daughter in her house. She’s also the mother to two boys capable of screwing everything up with very little effort—because it’s easier for the show to place blame on the impulsive actions of children instead of writing feasibly flawed adults. Ron’s big moment comes when he locks Carl in the garage and tries to kill him, drawing attention from nearby walkers who then overrun the house. Sam’s part in everything is, well, not very well thought out.
One surefire way to grind my gears is to mishandle mental diseases in a show. Sam has PTSD. The entire Morgan episode was to essentially demonstrate how the show would depict PTSD in characters from here on out. Cool. We’re talking about an actual issue which plagues thousands of people. And then they mess up. Jessie says the words no PTSD influcted person should hear, “Just pretend . . . .” No. Don’t. Stop. All they did is hand a child’s character the exact opposite coping mechanism from what he should be using. Escapism isn’t the cure to PTSD. It’s a death sentence. If the writers really wanted to explore the nuances of PTSD and how it affects the survivors, they should have put more time into Sam’s scenes. Instead, like so much in this episode, they cram it in and use it as a catalyst for more things which don’t make sense. Why would a frightened child, even with PTSD, speak when surrounded by things he knows want to kill them? Sam is mentally ill, not a moron.
The big whopping plan to escape is a callback to season one’s “Guts,” where Glenn and Rick covered themselves in walker goo and went to fetch a truck in order to escape Atlanta. Yawn. We’ve seen this before. It’s not even amusing to watch Father Gabriel’s reaction. Gabriel is another character wedged into the plot, but I’m not even sure why at this point. Everything out of his mouth is something which should be shown on screen, not told via dialog.
We get a couple short scenes with Glenn and Enid. Neither of which are vital to the plot. Maggie is likewise a throwaway bit in the episode—she crawls up a ladder to escape the herd and that’s where she stays through the episode’s end.
Then there’s the big post-credit scene. Yet more wasted time and money. Fans know Negan is coming. Matter of fact, if the episode with Daryl’s abduction had been written better, they wouldn’t have needed the post-credit scene to properly introduce Negan’s good squad. Instead they create a reason to put Daryl on screen in the guise of bringing Negan’s crew onto the stage for the second half of the season.
I’m fed up with the current showrunner. He’s run what was once decent television into the ground by leading fans by the nose to the story conclusions he thinks are entertaining. It’s dull. Trite. Nothing exciting happens for eight episodes. Why is AMC wasting money to make this guy’s vision come to life? Their numbers are down, despite self-created hype. Sure, the mid-season finale did a little better, but the viewer numbers aren’t enough to make up for what they lost from episodes 602 through 607. When TWD comes back on February 14th, will we suffer through more of the same? I hope not.
There’s too much talent in this cast to continue with poor storytelling. Something’s gotta give, AMC. Give your fans and your actors the showrunner they deserve, not the one who tells you pretty lies but cannot deliver the quality episodes you want.
The fans don’t want braindead Liv, jonesing for relationship bliss more than stability in her life. They want intelligent Liv who makes great strides to accept herself while remaining a vital part of the crime-solving team. While they did try to make that happen in this episode, eventually the effort becomes too much and we lose Liv to the brain’s influence. It’s annoying. I shouldn’t have to tune out the lead character to enjoy a show. Why would the writers think we want to see one of few female-lead shows on TV centered around yet another weakly-written woman obsessed with who she’s going to marry? I honestly expected more from them.
Liv isn’t the only character suffering from poor planning by the writers. Clive has been a great big void for personal information since the get-go. In this episode, they’re forced to disclose his entire personality, family history, and past relationships. But because there’s so much to cover, this venture into last-minute character development happens in a two-minute conversation with Agent Bozzio where she info-dumps everything vital to the case, with just enough fun tidbits thrown in to distract fans from realizing these are things we really should already know. It sours the interesting parts of Clive’s personality, making later jokes at his expense fall flatter than Rita’s sense of humor.
The woman we saw ditching a package on Bozzio’s welcome mat is Regina Sumner, Clive’s ex-girlfriend. What? Clive has a social life? Don’t die of shock. Regina finds herself dead after a man attacks her and she’s shot in the back by an unseen killer.
Clive IDs the body on the scene. He also IDs the murder weapon—his 9mm handgun, which Regina stole the night before her death. Seeing as he’s now suspect number one, Detective Cavanaugh is brought in to handle the case. Or in this show’s way of thinking, Cavanaugh is an insulting nitwit while Liv and Ravi attempt to solve the case without Clive. Because Clive is the only competent detective on the force, despite having some of the worse closing numbers because he’s caught up in the zombie weirdness. Sure. Makes sense to disregard the intelligence of an entire department just to make a character with no development until eleven minutes into episode 208 look better.
Turns out, Regina was, like every other woman on this show, completely unhinged when it came to men. She chased police officers, dated them, then obsessed over them to the point where she created Photoshopped wedding and engagement pictures, announcements, etc. She’d know how to make them look real enough, Regina boasted the title of worst wedding planner in the city. A former client, Uma Voss—who Regina sued for non-payment—was blessed to have the psycho show up to her wedding drunk. This was after Regina slept with Uma’s fiancé, Matthew. Yup, you guessed right. Matthew is a police officer. That trail runs cold. Liv chases down an SUV pictured not only in the photo album Regina made for Clive, but also Matthew Voss. The SUV tracks back to Chief Walt Price. Liv, the genius, is caught after breaking into the SUV.
Orange is not Liv’s color. Nor does jail time sit well with her dietary needs. She nearly eats possibly the most obnoxious character introduced on the show—a fellow inmate who literally doesn’t shut up for the entirety of Liv’s jail time. Luckily she’s released in the nick of time. Ravi greets her with a Regina milkshake. Yeah, because more obsessive brain is just what the fans want to see. Liv’s already put Major on high alert with her batty behavior—breaking into his phone to read texts, weeping because he won’t unlock the safe he keeps his zombie-killing supplies in, scanning his Facebook page for anyone and everyone who may be flirting with him, and the icing on the cake comes when she does half of this in front of Gilda/Rita.
The case itself runs in circles until they look at the scrapbook again. What’s this? Uma’s ring on Regina’s finger in a photo? The linchpin for the entire case was under their noses the entire time? How convenient. Uma and her brother Karl confronted Regina the night she died, intending to scare her into leaving Matthew alone and retrieving the ring. They didn’t expect her to fight back. Uma shot Regina to save her brother. Case closed.
What’s not so simple to wrap up is the production time on Super Max. Thanks to Liv’s blood sample, a new Max Rager scientist has reformulated Super Max, giving it more of a punch without the psychotic side-effects. It’s not one-hundred percent safe. Du Clark swears by the new formula, putting it to test during his workout with Major. He’s stronger, faster, and holding onto an anger issue the size of Manhattan. But it’s still a step forward. If Major doesn’t do something to derail Du Clark and Gilda/Rita, there’s going to be many, many more Super Angry people in the world.
The gang somehow finds themselves carless and hopelessly surrounded by zombies at the United States/Mexico border. Murphy’s near-death experience means he’s more a sack for them to heft around than useful for keeping his kind at bay. They’re cornered. No chance to fight their way out with maybe four bullets amongst them. All hope is lost. The mission is over!
Wait, is that Escorpion peeking from a basement door? Follow him, guys.
Down they go into what I can only assume is a power plant of some sort. The Zeroes found a way to make the zombies work for them—without chaining them to a giant wheel like the ill-fated survivors in Burrtown—by cramming them in a tank and letting them decompose. The compost’s heat runs the turbines for the Zeroes’ power plant. It’s ingenious, really. We may have found the one group with high enough IQs to recreate society if the zombie outbreak is ever controlled.
That’s exactly what their leader, La Reina, plans to do. She needs a little help, first. Which is why Escoprion keeps popping up in the crew’s way. The only surefire way to end the outbreak is to make a cure. For that, they need Mr. Murphy. La Reina is freakishly possessive of Murphy. He and Roberta are treated like heroes. But not even heroes get to keep their weapons in the queen’s presence. The gang is disarmed before they’re allowed to venture beyond the lush gardens within the Zeroes secure compound.
Inside, they’re taken to the lab where La Reina has recruited a scientist capable of taking Murphy’s blood and delivering the cure her entire plan for the future hinges upon. One guess who lurks in the tiny, bloody lab . . . . Yup, Dr. Kurian. Roberta nearly kills the guy then and there. She hesitates, a weakness La Reina catches immediately. Why won’t Roberta kill Kurian? He may be the only PHD left on the planet capable of synthesizing a cure. Which he can’t. But she doesn’t know the truth.
Only Murphy understands why they’re all about to be up Feces Creek. Kurian has a plan, though. One which will put Murphy firmly atop the food chain from here on out. While the others are off receiving their reward from La Reina, Murphy hangs back in the lab to snarl at the man who ditched him back with the phytozombies. Kurian talks Murphy down, then wins him over when he produces batch one of the Murphy-zombie serum. It’s not perfect, but effective. Murphy has full control of the unfortunate Zero goon Kurian turns. The scene is thrilling. *wink wink*
What about this reward La Reina promises the crew? Well, they can either take a lifetime supply of whatever they wish, or become cartel members. Vasquez spots the trap. The Zeroes never give options. Either they join the cartel or die. But there’s a catch—they have to pass the examination. Ambushed, the crew is dropped into an improvised gladiator arena. The examination is simple, whoever survives both rounds in the arena becomes cartel members. Round one is a cakewalk. Addy puts the lone zombie down without blinking. Round two is trickier. In the dark, the gang must dispatch about a dozen zombies. For our crew, it’s no problem. They’ve faced worse since leaving New York.
Now everyone is Team Zeroes. They just need to look the part. Before the gang parties, they take a trip through the Zeroes’ Day Spa for makeovers. 10k doesn’t know how to react to his pedicure and Doc’s beard will never be the same after. Even their weapons get a makeover—cleaned, sharpened, and loaded before Escorpion returns them to the crew as part of their cartel induction.
Vasquez is going to blow it for everyone. He realizes Escoprion was the masked man who killed his wife and child. Despite Roberta imploring him to be patient, wait until they create a plan to escape Mexico, Vasquez still attempts to shoot Escorpion in the middle of the shindig. Desperate to avoid being killed, Roberta thwarts the attempt. Vasquez is taken into custody for questioning because everyone thinks a Reina is his target. But if she’s the target, surely he’s working for someone. Yet again, Zona is brought up, with the addition that it’s populated by “rich bastards.” A trussed-up Vasquez bobs and weaves around Escorpion’s questions like Julio César Chávez in the ring. The interrogation ends when Kurian requests a meeting with La Reina.
The cure is finished! Not really, but the Zeroes don’t know there is no chance of making a cure from Murphy’s blood. Kurian’s verbose bragging does nothing to convince La Reina the cure works. She wants proof. Vasquez becomes the volunteer for the inaugural dosage.
The episode ends with a needle at Vasquez’s throat. Yes, I yelled at the television. No, I have no patience to wait for a week. The show’s producers are evil for okaying the To Be Continued ending.
Glenn lives! No, I couldn’t wait to say it. Plus, it’s how the episode opens. Yet again, we backtrack in time to follow what happens after Nicholas’ body dragged Glenn off the dumpster. As I thought, the walkers tear into the warm corpse, leaving Glenn untouched, but traumatized. While they’re distracted, he shimmies under the dumpster. Several walkers give chase. This feels a lot like Glenn’s introduction on the show. You know, when he saved Rick — a mistake, if you ask me — after the former sheriff’s deputy crawled under a tank. Only there’s no one to bail Glenn out of this situation. He’s on his lonesome. Killing the walkers posing the most threat creates a rather effective barrier to seal off his cubbyhole. Now all he has to do is wait for the walkers to lose interest . . . before his water supply runs out. The coast clears after what probably feels like an eternity when crammed under a reeking dumpster. Glenn slithers through the dead walkers. His first concern—water. Nicholas had a bottle on him, but it’s empty.
That’s okay, Enid just happens to be in a nearby building. Her first attempt to give him water results in a puddle. Glenn breaks into the antique store, following his only hope to find water in a timely manner. Desperate for news about Maggie and Alexandria, he attempts a civil conversation. Enid, written to be one of the most incoherent characters to date, bolts for no reason. There’s a lot of back and forth. At one point Glenn nearly leaves the girl, but Maggie wouldn’t like it so he goes back to drag the girl to Alexandria. Along the way, they grab some balloons—possibly useful against walkers, mostly to fill a plot hole explaining how Glenn will signal the crew at the episode’s end. This would be far more entertaining if Enid weren’t Carl with breasts. She has no personality beyond sullen teenager who’d seen too much. Which is literally everyone on this show, no matter their actual age.
Back in Alexandria, it’s more of the same ol’ same ol’. Maggie is ever-vigilant for Glenn’s signal. Rick, insensitive to the core, dismisses concern for her husband and redirects the conversation to how to move retrieve the cars from the quarry and move the walkers. Father Gabriel sets up a prayer circle, like that’s going to make a difference when the morale inside the walls is already shot to crap. Speaking of shooting, there’s more sullen teen angst action between Carl and Ron when Rick takes Ron out for his first official gun lesson. Like a d-bag, Carl interjects some smart comment every time Rick shuts his mouth. Even I want Ron to at least wing him with a shot by the time the real feces hits the fan later on.
Can Morgan live with Rick if he won’t kill? It’s not even a matter of staying in Alexandria at this point. Deanna would have no problem keeping the pacifist around. Morgan pulls his weight and has deep insight to what would motivate future human attackers. He’s an asset. Rick sees only a threat looking at the man who is the only reason he even made it to Atlanta for Glenn to save, thus introducing him to the people forming his little kingdom—and by some ridiculous default Carol is in agreement, simply to keep her relevant in the episode. There’s no logical reason for Carol to be this distrusting. She’s written so oddly this season. The writers backtracked hardcore on where her trajectory lead—sociopath land. Sociopaths don’t care what happens in a society, even one this small, unless it impacts the way they live. Morgan isn’t a threat to Carol; she shouldn’t be so invested in undermining his position in their community. This whole witch-hunt is added to drum tension in an otherwise lackluster episode. The only important bits happen in the first and final two minutes. I just saved you forty minutes of your life. Use it wisely.
Carol winds up stalking Morgan. Because, how else will they make something epically stupid happen with the prisoner no one else knows about unless poorly-written and paranoid Carol acts as catalyst? First, she has to ditch Judith. Here comes Jessie, a walking womb they dump the kids on without much concern for her as a person. While Carol waits for Jessie to put something away; which takes five minutes too long just so the following conversation can happen between Sam—still upstairs—and Carol.
Sam, “If you kill people, do you turn into one of the monsters?” Carol doesn’t even think about her response. “The only thing that prevents you from becoming a monster is killing.”
Spencer may be the densest character on television. He is nearly eaten playing Batman by crawling across a rope tethered between the wall and the slowly-crumbling church. The grappling hook fails, dumping Spencer amongst the walkers. Rick and others haul him up. Tara risks her life to provide cover fire. In a stunningly stupid move, Rick yells, “Tara! You almost died once for these people. What the hell are you doing?” Facepalm. Headdesk. They can hear you, Rick. Tara’s eloquent response speaks for all.
But why would Spencer play piñata in the first place? To go get a car, of course. The same plan Rick hatched, more or less, only executed with the grace of a newborn foal. And why didn’t Spencer tell Rick his plan? Rick listens to himself, no one else. Which is why Rick is literally the last person I would want leading my survival group. His selfishness knows no bounds. Deanna isn’t ignorant to this problem. When she comes to thank Rick and his people for saving her son, she asks Rick why he saved Spencer. “…he’s your son,” Rick responds automatically, then waits for a Scooby Snack. “Wrong answer.” Deanna isn’t impressed. She expected Rick to finally grow to see her people as his after passing the torch.
There’s no time to fix Spencer’s boneheaded mistake. Shortly after Glenn’s balloon signal is spotted, the church belfry topples. The wall is breached. The midseason finale will be a mad dash to either outrun the walkers or stand their ground against, oh, at least five-hundred sets of snapping jaws.