One the inherent and explicit tensions of Legends of Tomorrow is to what extent these not-yet-legends should interfere in the past. Or, put another way, if they witness an injustice, should they give into their heroic sides — which all of them have even if one or two of them aren’t willing to admit it — or should they turn a blind eye in order to preserve the time stream? “The Magnificent Eight” deals with this problem head on as the team heads to the Wild West, specifically, a town called Salvation in the 1870s.
The team decides on this time and place because it is a time fragmentation, a specific place in time that the good ol’ Time Masters can’t see. The legends are hoping to hide from the Time Hunters. For some reason, Rip thought he could bring his team here and just keep them on the ship. That’s definitely not the case because of a number of reasons, but also because Ray loves the Old West.
Sporting period-appropriate attire and side-arms, the team strolls into Salvation like they’re the men of Entourage: It’s a slow-motion entrance with swagger and dope tone-setting music. Because this is Legends, their first stop is Salvation’s saloon. Again, because this is Legends, a bar fight ensues after Stein’s poker opponent pulls on him for winning, forcing Leonard to shoot him. A quiet figure sitting in a corner of the saloon fires a shot into the air and brings the rowdiness to a halt. Everyone, meet Jonah Hex.
It becomes clear that this isn’t the first time Jonah has dealt with time travelers — he demands to speak to Rip Hunter because he has “some words that need saying.” So, they head back to the ship, and we learn that these two share a complicated history, one that involves Rip somehow gaining ownership of Jonah’s jacket. Jonah is concerned about what happened in the bar because the man Snart killed was a member of the Stillwater Gang, a group of raiders who have been pillaging the town. Obviously, Rip opposes interfering, because the timeline! But Ray demands that they stay and help because it’s the right thing to do.
“Quite a posse of saints you’re riding along with,” quips Hex to Rip.
Sara notices that Kendra has pulled away from the group. While they were at the bar, Kendra bumped into a woman and had a memory flash. Now, she wants to find the woman, and Sara decides to tag along, mostly so she can ride a horse, but also because she’s a good friend. Their trip into the untamed West eventually leads them to a camp where they find the woman holding a gun, telling them to get off her land. Thanks to another memory flash, Kendra realizes she’s talking to a version of herself.
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As Sara and Kendra chat with Old Kendra (The West Wing‘s Anna Deavere Smith), they learn that she’s been living out here on her own since Vandal Savage made her a widower. She warns Kendra that every relationship with someone who isn’t Carter will only lead to heartbreak — fate will always actively work against it. This is a lot for Kendra to handle since she’s been trying to make sense of her feelings for Ray while also dealing with her returning feelings for Carter.
Meanwhile, the team makes plans to take on the Stillwater Gang. The first step is finding out where they’re located, which Stein accomplishes by bribing a bartender for info. While at the saloon, he meets a woman whose son is dying of tuberculosis.
Jonah Hex and Ray (going by John Wayne because of course) head to the sheriff’s office for help. The sheriff is leaving town, though, because he’s tired of dealing with the gang… which means that Ray gets to be the new sheriff!
NEXT: The Time Hunters are coming!