| TVAMD Presents an Audio Adventure that pays homage to the scifi novels of the 60's and the radio serials of yesteryear. Sir St. John C. O'Herlihy reads the exciting adventures of Rocky Montana as he fights to stop the evil Rotwang Institute from dominating the world. Written and Read by Sir St. John C. O'Herlihy Starring Rusty Pass as Rocky Montana and R.M. Dijkerman as Commandant Saugstaub Music by Brooks Robinson Prologue In the second installment of the Rocky Montana adventure, Rocky is thawed out on the other side of the solar system and 600 years in the future. But that's just the beginning of his troubles... Written and Read by Sir St. John C. O'Herlihy Rusty Pass as Rocky Montana Lynn Stahlhut as Professor Boobelfish Ben Sutton as Captain Xando Zaan Will Maslen as Durge Roxon Featuring "The Doorway to the Gods" by Brooks Robinson Chapter One In the third installment of the Rocky Montana adventure, Rocky and Professor Boobelfish work to escape from the space pirates while Xando Zaan faces mutiny. But a common threat may force them all to work together... Written and Read by Sir St. John C. O'Herlihy Rusty Pass as Rocky Montana Lynn Stahlhut as Professor Boobelfish Ben Sutton as Captain Xando Zaan Gary Lance as the Centurion Featuring music by Brooks Robinson Chapter Two In the fourth installment of the Rocky Montana adventure, Rocky is brought before the Queen of Space after becoming a prisoner of the Galactic Armada. Now they want to send him on a secret mission to fight the evil Morlaks. But the Queen has other plans for Rocky first... Written and Read by Sir St. John C. O'Herlihy Rusty Pass as Rocky Montana Nindiy Meyer-Gleaves as Queen Treoptera Ruud Dijkerman as Regent LeGwynne Gary Lance as the Centurion Featuring music by Brooks Robinson Chapter Three | ||
Saturday, January 19, 2013
Venus Sky Trap!
Venus Sky Trap, Chapter Three: The Queen of Space
In this fourth installment of the Rocky Montana adventure, Rocky is brought before the Queen of Space after becoming a prisoner of the Galactic Armada. Now they want to send him on a secret mission to fight the evil Morlaks. But the Queen has other plans for Rocky first...
Written and Read by Sir St. John C. O'Herlihy
Rusty Pass as Rocky Montana
Nindiy Meyer-Gleaves as Queen Treoptera
Ruud Dijkerman as Regent LeGwynne
Gary Lance as the Centurion
Featuring music by Brooks Robinson
Listen Now!
Friday, January 11, 2013
Surviving the Zombie War, Part 7
What is the Zombie War? Actually, this term is a misnomer. The zombie outbreak will destroy any government or military infrastructure within a matter of days or weeks. After that the human race will be its own army and anyone left alive will be a soldier.
And the only way to win this war will be to stay alive.
PART SEVEN:
Useful Items
Weapons are helpful, but they may
not come in as handy as just having tools. You can’t depend too heavily on
technology. The phone lines will be down, the roads will be too damaged to
sustain vehicular traffic, the power will go out as soon as the monster gets
within two feet of the building and your flashlight batteries will die seconds
before you do.
Guns jam, but a hammer will never
fail you. Learn to recognize those items that give you the best possible
chances of staying alive.
Useful
items:
- Guns & ammo
- Knife
- Lighter
- Flashlights & chem lights
- Basic first aid
- Walkie-talkie, radio (police scanner) & batteries
- Food and water
All of these items can be kept in
your home or car (reference State Law regarding the legality of where guns can
be kept), so they can be ready when the situation calls for them.
Knives are good for lots of
things.
Carry a pocket knife and a
hatchet. They’re both useful as weapons and as tools. In most situations a
large knife or machete will do everything a hatchet can do or more, so these
might make a better choice. They’re also lighter and easier to carry.
Flashlights are good for lots of
things.
Keep a decent LED light on you;
they’re bright and lightweight. Pocket pen lights are good. A heavy duty mag lite
might be good if you’re carrying a bag.
Don’t waste time on batteries.
Focus on replacing any flashlight
that isn’t working. If batteries become
available, replace any as needed, but don’t carry extra batteries. They’ll just
weigh you down. Keep some rechargeables in case you find a power source, but
otherwise make do with what you can find.
Chem lights might be useful for
emergencies, but I wouldn’t pack more than one or two and I wouldn’t use them
liberally. In movies they’re always throwing them down a hole to see how deep
it is; I wouldn’t call that a very practical use.
Fire is a good element to have at
your disposal.
In a lot of ways you’ll be better
off reverting to caveman practices. Overcoming a dependence on technology (even
mechanical devices like firearms) means mastering fire and how to harness it.
Learn how to create fire (this is another situation where Boy Scout training
comes in handy) and where that fails keep as many fire-making implements on
hand as you can.
This is like the hammer rule in
that there is elegance in simplicity. If you’ve got a flashlight that’s fine,
but fire will also make light. And fire kills things! Maybe if you had a mag lite
that could be a bludgeon, but you’re not going to kill a monster with a flashlight
(unless it’s a gremlin or something).
Stock up on disposable lighters
and matches instead. They’re easier to come by and easier to carry than
batteries and flashlights.
You don’t want to have to rely on
the night vision of your camcorder to make your way through the dark subway tunnels.
I’d much rather have fire there.
Maintain communication.
Forget anything that requires a
central node or a recharge station. Walkie-talkies work on common batteries (or
rechargeables), they’re lightweight with a limited range and communicate peer
to peer.
I know I just said to forget
batteries, but if you have to have them for anything, this would be the best
use for them. Use these sparingly to conserver power, but remember that batteries
die eventually whether you use them or not.
CB’s and ham radios might also
work, but be careful who’s listening. They have a longer range and might
attract marauders or representatives of the New World Order.
Rudimentary communication like
visual signals and forward planning are more useful because they rely on the resourcefulness
and organization of the individuals.
This is caveman thinking again:
Learn to communicate and coordinate as a unit without depending on technology.
Tuesday, January 1, 2013
Surviving the Zombie War, Part 6
What is the Zombie War? Actually, this term is a misnomer. The zombie outbreak will destroy any government or military infrastructure within a matter of days or weeks. After that the human race will be its own army and anyone left alive will be a soldier.
And the only way to win this war will be to stay alive.
PART SIX:
Weapons
As far as seeking supplies, some
might recommend looting a gun store. That’s a bad idea for obvious reasons.
Personally, I would go to a place where there’s nobody with guns, even if I’m
one of them. Food and water are the higher priority; you can go looking for weapons
(if you don’t already have them) once you’re entrenched somewhere with a food
supply.
In the Dawn of the Dead remake the guy who holes up in the gun store eventually
gets it. He lasts a long time, but eventually he runs out of food. The guys in
the mall hold out longer because they have access to food and water.
You can reasonably carry several
pistols on your person or in a duffel. Keep a primary and backup handgun on
your person at all times.
·
The primary should be a semi-automatic (8 shots
or more) with hammer action and laser
sight.
·
Hammer action gives you the option to cock the
gun for quicker firing in a pinch and laser sights help you line up head shots
faster.
·
Keep a couple of extra magazines on your person
and a couple more in your bag if you have one.
·
On laser sights, don’t count on 100% accuracy.
Test it out and practice keeping a steady hand. Laser sights don’t guarantee a
hit, they just make it easier to line up the shot.
·
I’d keep this strapped to your side like a
six-gun. It won’t be in your way as much and it won’t hurt to show anyone you
run into that you’re heeled.
·
Your backup should be a compact revolver, preferably
a smaller .38 designed for concealability.
·
This is a good weapon for an ankle holster. It
can also fit easily into a pocket.
·
Shake down any slide action weapon to work out
the kinks; new guns should be fired a couple hundred times to break them in so
they don’t jam. Keep it cleaned and oiled.
Keep your safety on.
Gun safety may seem like a
frivolous concern, but consider how many casualties are sustained in war-time
due to friendly fire. Keep one in the chamber with the safety on. I would also
avoid “Safe Action” trigger safety pistols, because they require more pull-back
when firing. You want safety until things get dusty, then you need a hair
trigger.
Don’t be too stingy with your
ammo.
You need to be proficient with
every gun you own, and to stay in good form they have to be fired every now and
then.
·
Ammo becomes less reliable over time, too, so
there’s no use holding onto the same stock too long.
·
If you stumble upon a massive cache of ammo, resist
the urge to overstock. I’d use that as an opportunity to get in some much
needed target practice and hide the rest. You might be out that way again.
·
Keep your shells if you can. They might be reusable,
but I suspect ammunition and empty shells will become a form of currency in the
zombie war.
·
People with the means will re-load them and
recycle them, so the empty shells will have value.
Don’t weigh yourself down with
weapons or supplies.
Running away is still the best
defense. You don’t want to get tangled up or trip over your gear when you’re
getting mobbed by zombies.
Carry a rifle or a shotgun, but
probably not both. It’s best to carry this with you, but when you need yours
hands free you can keep it in your bag (if you have one) or get a
shoulder-strap.
Bags and straps are tricky in
terms of encumbrance. A strap can get caught on something and nearly get you
killed (like in Indiana Jones and the
Lost Crusade) or it can conveniently
catch on something and save your life (like in Jurassic Park 3). I’ve been in situations where a bag
was an asset and others where it was a liability. Try it out and get to know
what you’re comfortable with. This is an ongoing issue to consider and what
works for you now might not work for you later on.
A weapon is also a tool.
And vice versa. The most useful
items are those that have a practical purpose both on the battlefield and off
it, like a shovel or an aluminum bat.
Most of the greatest weapons you
already have in your house. Just grab a hammer! You could ruin someone’s whole
world with a hammer. And in some scenarios the human beings who created the
monsters might still be around, trying to eliminate the witnesses. A hammer
would do a lot of damage to those guys.
Knocking down doors might be just
as important as knocking in heads, so anything with a little heft is good to
have around. But don’t knock down a door if you’re looking to hole up. Any door
you can knock down shouldn’t pose much of a challenge to a zombie horde. But at
least with a bat you can clock them in the face as they get through.
ON
AUTOMATICS VS. REVOLVERS:
While semi-automatics fire more
shots, they’re also more likely to jam and can take longer to reload. If this
is your weapon of choice, make sure you have as many spare magazines as
possible. It’s much quicker to change the clip of a semi-automatic than it is
to reload a revolver, but loading the clip itself is a tedious process.
Revolvers are more reliable and
load faster, especially if you have a speedloader. One disadvantage with the revolver
is that they can’t hold as many shots and they don’t automatically eject spent
cartridges. Clearing the cylinder is an added step that costs you precious time
when reloading.
The mechanics of the revolver are
simpler and they’re more reliable. They’re also quicker to fire: Just pull back
the hammer and you’re a hair-trigger away from splatsville.
I prefer the auto because you can
keep a couple of extra magazines at the ready, which gives you more rounds to
work with in a pinch.
The most important thing is to
have something that works right and shoots straight, because like my dad says:
“If you’re fighting something that takes more than 6 bullets to kill, you’re
dead anyway.”
Sunday, December 30, 2012
TVAMD Episode 172: Bonus Episode
While doing end of the year cleaning we found this never before released episode of TVAMD. It's a follow-up to Sean, Lynn and Gary's coverage of Friday the 13th and Cabin in the Woods that got lost in the shuffle during the Disney Star Wars hullaballoo. In this brief addendum they discuss Dr. Who, Cabin in the Woods, and the (then) impending apocalypse.
Enjoy one last TVAMD in 2012 and we'll see you again next year!
Friday, December 28, 2012
Surviving the Zombie War, Part 5
What is the Zombie War? Actually, this term is a misnomer. The zombie outbreak will destroy any government or military infrastructure within a matter of days or weeks. After that the human race will be its own army and anyone left alive will be a soldier.
And the only way to win this war will be to stay alive.
PART FIVE:
Supplies
There are two elements regarding
supplies that come into play as the Zombie War begins. First, there is the
matter of what you can take with you. Second, there is the matter of where to
acquire it.
Since the apocalypse will happen
without warning, most of what you will take with you will come from what you already
have on hand. That makes it a good idea to be as prepared as possible. Where
this is not feasible, it’s a good idea to know where to go for any supplies you
may not have with you already.
Take Your Jacket.
If you’re not sure where you’re
going, take your coat. This is a pretty good adventuring rule. But don’t go
overboard. If it’s 100 degrees out and you’re wearing your coat, you’re not prepared.
You’re just a weirdo.
In most climates, there’s going
to be good weather and bad weather. But the point is, when you leave the house,
pretend you’re leaving it for the last time.
Take a backpack.
If you get a call in the middle
of the night, and you don’t know where you’re headed and you’re going on a trip
that goes through a bunch of country back roads and you’re not sure if you
might end up in cold weather or something, take a bunch of useful stuff with
you. The jacket being the most useful of all stuff, because it’s a pretty
practical item.
Have an “Oh crap” bag already
packed. If someone tells you you have to leave tonight, no questions, have a
bag packed that you can just grab:
“Got it! It’s got a cross, silver
bullets, Rambo knife…”
That’s where the jacket rule
comes in, because you may or may not be able to have a bag with you. You can
fit all kinds of stuff in the pockets of a jacket. Having your jacket with you on
the night the Shit goes down could mean the difference between living and dying.
Keep your trunk stocked.
You may or may not be in your car
when it happens, but if you are you could potentially have any number of useful
items available.
·
Water and freeze-dried food (military MRE’s are
best).
·
Toilet paper (survival’s not your only concern).
·
SCUBA gear.
·
Mountain climbing gear (ropes and chains are always
good for something).
·
A fully packed suitcase.
·
A high-powered Mag Lite.
·
A hurricane radio.
·
A First Aid kit.
·
A tent.
·
A towel (you should always have a towel).
·
An inflatable raft.
Because let’s face it: If you’re
ever in a situation where someone says “if only we had an inflatable raft!” and
you can produce one, you will officially become the coolest person ever.
Don’t let people see the inside
of your trunk if you follow this advice, because they’ll think you’re a serial
killer or something.
Carry useful items with you at
all times.
If you can’t get away in the car
with a trunkful of goodies, then try to keep as many normal useful things in
your pocket as you can.
Immediate mobilization is the key
to your survival when the unexpected happens, so keep odd bits in your pockets
that could help out:
·
A pocket knife.
·
Some kind of universal tool (like a Gerber).
·
Disposable lighter (you’re going to want to take
a Zippo, but the fluid lasts longer in a disposable).
·
Waterproof strike anywhere matches if you can
get them.
·
A pocket LED light.
There’s also a lot of stuff you
can keep in a jacket:
·
Flashlight.
·
Flask (or canteen, if you prefer).
·
Journal or camcorder (for keeping an account of
how it all ends).
·
Gloves.
·
Pocket handkerchief.
·
Super glue.
·
Sewing kit.
·
At least one stapler.
This is really the ultimate example
of the Boy Scout code: Be prepared for
anything. Who knows? If having a pocket knife in your back pocket could
save your life, wouldn’t you want to do that? And that’s not a weird thing to
have to explain to people, except at an airport.
You need to embrace that inner
MacGyver. Give him some duct tape and a Swiss Army knife, and that man was good
to go back in the early days.
Don’t overburden yourself.
Don’t carry too much of any of
these things if you’re on the move. Plan your travels around seeking them out,
but carrying too many survival supplies can be detrimental to survival. Evading
zombies is the top priority.
No looting and no trespassing.
Abandoned stores will either be
picked clean or they won’t be abandoned long. Learn to strike up trade or find
supplies elsewhere. Don’t go walking into a house just because it looks
abandoned. People won’t think twice about killing intruders.
Keep a bunker stocked.
If you really want to be
prepared, buy a hunting cabin off in the woods somewhere that only you know
about. Then stock it with non-perishable supplies. Bottled water is good, but
access to a well would be nice too. I’d stock bottled water in case the well
gets tainted somehow, though.
As far as food, freeze-dried food
is good, but I think the vitamin store is the best source of post-apocalyptic
cuisine. The right vitamins and protein supplements are easily stored, easily
transported, last virtually forever and can nourish you for a very long time.
JUST REMEMBER: A bunker can be
overrun by zombies or discovered by marauders. Remember that most zombie movies
are about people shacking up in the first place they find, which is almost
always somewhere that none of them own.
Thursday, December 27, 2012
Surviving the Zombie War, Part 4
What is the Zombie War? Actually, this term is a misnomer. The zombie outbreak will destroy any government or military infrastructure within a matter of days or weeks. After that the human race will be its own army and anyone left alive will be a soldier.
And the only way to win this war will be to stay alive.
PART FOUR:
Pack Mentality
Keep the number of people in your
party to a minimum. Too many people means dragging around someone who will hold
up the group, get you in trouble or turn everyone over to the New World Order
weirdoes trying to rebuild civilization in their own image.
It’s a good idea to size up the
people you’re with, especially if you just all accidentally ended up in the
same farmhouse together. This doesn’t necessary put you all on the same side.
You need to decide right away if you want to make a stand with these people or
if you’re better off making a break for it (which you almost always are).
Consider the Human Equation.
This is commonly known as the DOUBLE DIGIT RULE. It is human nature
to seek safety in numbers, but too many people in one place attract too much
attention, become difficult to manage, and increase the chances of conflict and
possible insurrection.
Large groups of people don’t
travel as easily in an urban chaos situation, and the wrong people can be
dangerous to the group. There’s always that one guy who gets bitten by the
zombie but won’t tell anyone until he’s suddenly tearing your throats out, or
the aforementioned “let’s eat the dead” guy who’s suddenly eyeing everybody hungrily
to see who’ll drop, or the ones that just go stir crazy or shell shocked to the
point where they try to kill everybody for no reason. You don’t need that aggravation.
Beware of Mob Mentality.
Generally speaking, people tend
to give in to mob mentality when their numbers go into the double digits. If
you have a group, keep it down to fewer than ten people and do your best to
avoid any body of people exceeding this number.
You don’t want your numbers to be
so big that splinter groups become a concern. The only reason to band together
with other people in the first place is to achieve common goals, so if you
aren’t in agreement as to how to do that, then you probably shouldn’t travel
together anyway.
A good example of this is The Happening (because that movie had to
be good for something):
·
When the trees decide to eradicate mankind by
making them suicidally crazy, they specifically target large groups of people.
·
Of course, emitting a chemical gas is a pretty
indiscriminate assault that would be almost impossible to focus on specific
groups in that way.
·
Even so, it supports the idea of staying in
small groups. This is true even in a tree apocalypse.
·
You should also be careful of trees, apparently.
The upcoming tip on wandering off also provides an example which illustrates
this point.
Any Stephen King story supports a
fear of mob mentality:
·
In The
Mist they want to sacrifice a kid to the mist.
·
In Storm
of the Century they want to sacrifice a kid to a warlock.
·
In Needful
Things the church crazies march against each other in battle.
·
In The
Stand the good guys are blown up by a wacko when they try to re-build
society and the bad guys are blown up by the hand of God.
Build a positive group dynamic.
If you are going to be stuck with
a group, do your best to assess who the members are and what they can do.
·
Who are the weak links?
·
Who might be the handiest to stand next to in a
pinch?
·
Who would be the first to suggest eating the
dead if you were all stranded in the snow somewhere?
SURVIVOR ARCHETYPES:
Mr. Take
Charge:
This is the guy who decides
simultaneously that a) the group needs a leader and b) the leader should be
him.
He storms into the house
regardless of whose house it is and starts barking orders at everybody.
He’s a good man to have around
when everyone’s too terrified to act, but like all alpha males he becomes
aggressive and instigates conflict whenever his authority is threatened.
·
Ben in Night
of the Living Dead is a good example of this. He’s quick, strong, and good
to have in a pinch, but he wastes so much time arguing about who’s in charge of
what that he ends up getting everybody killed.
·
Ash from Evil
Dead is the ultimate exemplar of this archetype. He even trains medieval
warriors in melee to prepare them for battle against the Deadites, because Ash
has a better understanding of the use of pole arms than medieval warriors?
·
In the Dawn
of the Dead remake the take-charge guy is a rational negotiator who lets
the testosterone fly amongst the tough guys until they wear themselves out,
then interjects with a plan. This is the best guy to have in charge in the
situation.
·
In Day of
the Dead the military guys dominate the installation over the civilians and
have to be deposed.
The Survivalist:
Sometimes known as “The Coward”,
this is the guy who’s more concerned about his own safety or agenda than he is
the good of the group.
Learning to spot these
opportunists early is at least as important to your survival as general zombie
defense.
·
Cooper in Night
of the Living Dead is just aggressive enough to challenge authority, but
not to lead. Defending his family is his rationalization for getting them
killed.
·
In the Dawn
of the Dead remake Mekhi Phifer endangers the whole group to defend his
infected wife and their zombie baby.
·
In Resident
Evil Eric Mabius betrays them
because he’s just dumb enough to think he can profit from a zombie outbreak.
This is an archetype created by James Cameron and perfected by Paul Reiser as Burke from Aliens,
and it’s been repeated ad nauseam ever since.
·
Joe Pantoliano turns on his fellow humans for a
life of comfortable illusion in The
Matrix, believing they have no way to win against the machines.
·
Patrick Dempsey similarly betrays the human race
to the Decepticons in the third Transformers
movie. I mostly mention this because it is even further evidence that Patrick
Dempsey is a tool. But if Made of Honor
didn’t convince you of that, I guess nothing will.
NEVER LET HIM IN YOUR GROUP
BECAUSE HE IS TOXIC TO THE CORE AND WILL ALWAYS GET EVERYBODY (EXCEPT MAYBE HIMSELF)
KILLED.
The Redneck:
Wherever apocalypses happen
there’s usually a sort of racist redneck there to cause trouble or bring much
needed weapons to the group.
·
Evil Dead
2 has a redneck guy who kicks Ash’s head in and tosses him in the cellar before
he even knows what the hell is happening.
·
Left 4
Dead 2 also features a redneck for comic relief, who is supposedly from Savannah . But then,
according to them the Savannah Mall is downtown and contains a racecar.
·
The
Walking Dead TV show has some racist rednecks, one who is absolutely
useless and nearly gets everyone killed and another who is a badass crossbow
hunter with a hidden heart of gold.
The Braincase:
There’s usually one person in the
group who’s a total braincase and becomes a liability because they’re either
completely catatonic or batshit crazy.
·
Hudson
from Aliens is a good example of a
classic freak-out, but he valiantly recovers in time to die defending the
group.
·
Barbra from Night
of the Living Dead is mostly catatonic in the face of the zombie
apocalypse, but she Rambo’s up in the remake.
·
River from Serenity
represents this part of the group dynamic, although she ends up dispatching an
army of space zombies by herself.
Rednecks and Braincases can go
either way. Avoid them if you can help it, but if not try to learn as much as
you can about what precisely is wrong with them.
Do not stray from the group.
The whole reason to have a group
is for the safety of numbers, so avoid wandering too far from them. You also want
to avoid having group members who are prone to panic or just wander off at
inopportune moments. These people get themselves killed or, if you’re dumb
enough to follow them, they get you killed too.
·
In Cloverfield,
the main guy keeps wandering off to find his girlfriend, who’s stuck at ground
zero. They’re constantly having to wrangle this guy! I’d be like “dude, I know
you’re being gallant, but seeing as how the rest of us have agreed to come with
you for no apparent reason, could you at least acknowledge that you’re putting
our lives at risk too?”
·
In Mad
Max: Beyond Thunderdome the kids wander off without Max and immediately
succumb to the perils of the post-apocalyptic desert.
·
The lawyer in Jurassic Park
runs away from the car to hide in an outhouse. This just gets him eaten.
·
In The
Hills Have Eyes 2 remake, the group is constantly having to track down
people who wander off. The girl who gets it the worst of all gets it because
she wanders off to go to the bathroom! What’s worse - peeing in front of your
fellow soldiers (which should have been part of your training anyway) or
getting raped by a monster so you can make his Frankenstein baby?
·
Wandering off is particularly bad for the
ladies. In Evil Dead the girl who
runs off gets raped by a tree. Trees may seem tranquil enough, but they’re apparently
endless wells of hidden rage.
Be prepared to leave them all
behind.
If you do decide to wander off,
make a clean break of it. It’s cold, but this ain’t no “how to be a hero” book.
This is a survival scenario.
If you’re so worried about what
will become of people you know, then work out a survival strategy beforehand
that will give you all a common rendezvous clear of danger. When in doubt, just
split up and re-group later.
If it goes down hard and heavy,
sifting through the rubble for stragglers is likely to get everybody killed.
Make sure you all know what to do and where to be when it hits. More lives can
be spared by planning ahead rather than getting left behind.
Your guy that wanders off? Leave
him! He’s going to die anyway; he doesn’t have to take you with him. If he’s
not even going to acknowledge that he’s wandering under the dragon’s foot, let
him. He’s not going to make it.
If you’re already in a group, do
your best to protect them, but don’t linger to find out what happened to the
ones whose phones went dead.
There’s a time to stick together
and a time when the lone wolf needs to walk alone. Forcing a group dynamic that
isn’t working is the fastest way to kill everybody.
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