Why would people bring Clem to Crawford?

edited October 2012 in The Walking Dead
I honestly don't understand people who take Clem on the mission. They plan to sneak into a base at night filled with people with guns who have probably been trained and are pretty twisted people. If you leave her at least you can give her a gun and tell her to hide?

Anyone care to explain taking Clem on the mission with them?
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Comments

  • edited October 2012
    Agreed Wrighty. If everyone had known ahead of time that it was only walkers, I think taking Clem would still be kind of a toss up. But armed maniacs with guns hell bent on survival of the fittest? And you've already been informed of what they do to children, the elderly, and the weak... who do you think made up that barricade at the waterfront?
  • edited October 2012
    For me, there were a few reasons. The main reason was I was scared to let her out of my sight after she followed me earlier. Another reason was Omid was sick. And of course there was the walkie talkie man.

    I wanted to keep her there but I didn't trust her at that point.
  • edited October 2012
    Well, we did just spot the stalker right outside prior and Omid couldn't keep an eye on her. Crawford may have been unsafe but at the very least it was within sight of the entire group.
  • edited October 2012
    I brought Clem along because I had made her nervous or hurt the entire episode. Thought I could use a change for what she wanted.
  • edited October 2012
    I guess shadow mystery man could have been a threat to Clem. Then again he could be the guy who warned us on the street.

    If its a choice between one shadow mystery man or base full of armed nut jobs, I'd have to take shadow man every time. :D
  • edited October 2012
    Wrighty wrote: »
    I guess shadow mystery man could have been a threat to Clem. Then again he could be the guy who warned us on the street.

    If its a choice between one shadow mystery man or base full of armed nut jobs, I'd have to take shadow man every time. :D

    Plus, you can give Clem a gun. I didn't even have to think about that choice when it came up.
  • edited October 2012
    Wrighty wrote: »
    I honestly don't understand people who take Clem on the mission. They plan to sneak into a base at night filled with people with guns who have probably been trained and are pretty twisted people. If you leave her at least you can give her a gun and tell her to hide?

    Anyone care to explain taking Clem on the mission with them?

    Yeah, but leaving Clem alone with a wounded guy and the Stalker radio-guy out there who knows where they hide and may be see the rest leaving is a totally genius idea, isnt it?

    Also, Clem prove useful when there was a need for sneaking through narrow spots. We wanted to break in there, so this skill might come in handy.

    I'd really rather say leaving her there with Omid is by far the worse decision.
  • edited October 2012
    Because there's a guy out there that is specifically after Clementine...not to mention a city full of zombies. So the option was to either bring her with me, where she'd be with six healthy, capable adults...or leave her alone in the house with a dying man who is confined to a bed and may possibly turn into a zombie soon himself.

    Plus, she wants to be and SHOULD be a contributing member of the group.
  • edited October 2012
    Yep, Clem is still a lil girl, but in this world you cant treat her like that all the time.. I wanted her near so I could watch her and figured she would be useful.

    She can shoot and fit into places the adults couldnt.

    regardless what you choose there are dangers, just having her with Lee (for me) meant I didnt have to worry how she was in the back of my mind!
  • edited October 2012
    Yeah, I felt pretty unsure about leaving her behind. For one, if they can't get out of there she's screwed anyway, stuck in a house with a sick man and a stalker after her in a city of zombies. So the mission needed to succeed for her to survive and I didn't think it be any harder with her there.
  • edited October 2012
    Because every time I didn't keep Clem close to me, bad things happened. So where I am going, I'm taking her if I get offered the option. Also, I'm learning her to survive, she has already proved herself vital for the group, she needed the experience. Her killing her first walker in the school only confirmed for me that I was right.

    I also figured whoever was watching was the walkie talkie man and he was just waiting for me to leave her alone.
  • edited October 2012
    I'm with you, although now that I listen to some of these arguments I wonder why I wasn't terrified of the mystery man on the walkie talkie snatching her away.

    And she's vastly more competent than Ben, so there's that.
  • edited October 2012
    I agree Clem could be helpful but I honestly don't think she could be taken on high risk missions against guys with guns. She obviously still makes rash decisions like going into the dog-flap with no weapon or following me and Kenny across Savannah. In this mission she may have to make life/death decisions and I doubt she could always make the right ones. Not to mention if bullets start flying, there's not much Lee can do to stop her getting shot. He can't always grab the danger and smash its face.

    Not to mention I'm not comfortable using little girls as assets or sticking her in that much danger.

    Also seems kind of hypocritical saying she can handle herself in Crawford with bullets flying but not in a house with maybe one walker and maybe a stranger. She has already proved herself at running and hiding.
  • edited October 2012
    Why not? The was a creeper stalking us at the house anyway. Do you think I let he be alone with a crippled Omid? Damn no. She is the safest with Lee. Plus she can crawl through tiny entrances etc.
  • edited October 2012
    Wrighty I took her with me because I figured Lee wouldn't be like "Hah let's leave her with Ben, nothing could possibly go wrong around Ben!" bless his heart, but still I figured Clem would stay with Lee and figured if Clem was with Lee she would be safe.
  • edited October 2012
    I brought because she is helpful and I didn't want to leave her with Omid, what if he died and turned? Clem could just be eaten that night. Or maybe she could just run off again.
  • edited October 2012
    Lets face it, shes the most capable and efficient member of the group right now.
    Not only she helped me a ton in every episode, she can handle a gun, she is smart and most of all, I can trust her.

    I dont look at her as a kid, rather then as a survivor. Mee ( my Lee ) and her are a team.
  • edited October 2012
    I brought her along. I had no faith in Omid's ability to protect her when he couldn't even walk or get out of bed. I also didn't want risk Omid turning and infecting her. And of course there's the guy stalking the group if he showed up Omid would be helpless and I'm not sure Clem would be able to shoot a living person. And finally leaving her with the group before was useless, she was able to get out then with a handful of people watching and now we're supposed to expect a badly injured Omid to keep her in the house? I figured that she'd tag along either way and I'd rather have her with the group instead of following from behind while alone in the dark.

    Also I'm surprised there was no option to leave her with Vernon's people. They were completely safe and had supplies and adults to look after her.
  • edited October 2012
    Wrighty wrote: »
    If you leave her at least you can give her a gun and tell her to hide?

    Anyone care to explain taking Clem on the mission with them?

    for the first question, that has clearly failed to work the past few times you tried, half the reason for bringing her is that she doesnt wander off on her own

    the other half is, theres some creepy guy that knows where you live, so u cant leave here there alone
  • edited October 2012
    My reason, she needs to learn these things now. It's the best time for her to learn these things when shes being protected by all the adults. Shes in danger everywhere, might as well be in danger with me watching over.
  • edited October 2012
    To paraphrase Chuck in Ep. 3 "you have to treat her as a living person - girl, boy, young, old... doesn't matter anymore. You're either alive or you're not".

    I also had doubts about leaving her alone; even when she was with a small group of adults, she still slipped out of the house to come find me. Leaving her with basically no adult supervision? Oh, hell no.

    Both options sucked (in my view) and I struggled with it. I went with the devil I thought I knew over the devil I didn't. She wanted to come along, and I figured if I left her alone she would've followed anyway - she hasn't exactly been listening to Lee lately. Atleast with having her along for the trip, she was within sight of the entire group.
  • edited October 2012
    for the first question, that has clearly failed to work the past few times you tried, half the reason for bringing her is that she doesnt wander off on her own

    the other half is, theres some creepy guy that knows where you live, so u cant leave here there alone

    With leaving her you have to be sure she won't leave and she didn't. I trusted Clem to get the message that going out alone was bad.

    And to those who say you weren't sure if she could shoot the mystery guy because he was alive, what's she meant to do at Crawford. All it takes in Crawford is for one asshole to line up his sights at Clem and fire. Or she could get hit in crossfire. Just seems that Clem getting killed in Crawford seems a lot more likely than her not being able to hide from/kill maybe Omid and maybe mystery guy.
  • edited October 2012
    I would not leave she alone in a house with Omid dying in a world full of zombies and the guy's walkie talkie could kidnap her, she would be useful in crawford, she can shoot.
    or just think about the following:
    If Ben went to Crawford, why she could not go too?
  • edited October 2012
    Clem had already proved her worth on at least three occasions. The meatlocker, and twice in the train station. We (were) a team. So she came along.
  • edited October 2012
    I really didin't want to take her with me since we were gonna face Armed guys in their territory. But the thing that got me to do it was the thought of that Walkie-Talkie guy who seems obsesst with Clementine (Maybe just so he can get to Lee and the group) but that dosent manner, he's out there watching. Omid cant do nothing either if that would happend.
  • edited October 2012
    I think it's pretty obvious that leaving Clem alone in a house with a sick damn near dying guy who could turn at any second was not the best solution. He couldn't defend her or even promise to stay awake or alive.

    Secondly, what if the group didn't make it back or were unable to get back to the house and she's just stranded there? Remember the kid in the attic?

    No, it wasn't great that she had to go but really what choice was there?
  • CapnJayCapnJay Banned
    edited October 2012
    I don't trust Omid to not turn while we're gone. I don't trust Clem to not follow me to Crawford and get kidnapped. At least if she's with me I can keep an eye on her. She even followed me when Ben was supposed to be watching her. Of course in the Vote to leave Ben or not she guilted me into keeping Ben. Dammit Clem I love ya. But why are you so protective of Ben?
  • edited October 2012
    Wrighty wrote: »
    I honestly don't understand people who take Clem on the mission. They plan to sneak into a base at night filled with people with guns who have probably been trained and are pretty twisted people. If you leave her at least you can give her a gun and tell her to hide?

    Anyone care to explain taking Clem on the mission with them?

    The man on the walkie-talkie.

    I figured if I left her there with only a semi conscious/possibly dieing Omid to protect her I'd return to find her dead or missing.

    Remember with walkie talkie guy it isn't a question of if she could shoot him, but a question of if she would shoot him. By the time she realises she probably should it'd likely be too late for her. Atleast in Crawford she knows to shoot first (which she did).

    It's mainly down to a lack of options though. I'd have left Clem behind if someone more able-bodied like Christa stayed behind too.
  • edited October 2012
    Wrighty wrote: »
    With leaving her you have to be sure she won't leave and she didn't. I trusted Clem to get the message that going out alone was bad.

    I didn't. Sure, she might be safer at the house, but only if she actually stayed there. God forbid she tried following me alone again, except this time at night.

    Besides, I figured if things went sideways at Crawford, their people would probably direct their attention on the group of armed adults, not the kid. :p
  • edited October 2012
    Because taking her was safer than leaving her alone with Omid, who could have very easily died & turned. And leaving her with Ben was a worse option. They last time she was left with someone she walked alone to the waterfront. Good, bad or ugly...her safest place was with Lee.
  • edited October 2012
    Ok, so I brought her along because I was 90% certain Omid was a dead man and even if he didnt die, Clem would be on her own. The trek into Crawford was a stealth mission, so the plan was to get in and out without being seen, (element of suprise, nobody sees us, minimal danger)but mostly I figured Clem would be safer with the group. I didnt want to get back just to find her zombified or kidnapped.....oh wait.
  • edited October 2012
    Wrighty wrote: »
    I honestly don't understand people who take Clem on the mission. They plan to sneak into a base at night filled with people with guns who have probably been trained and are pretty twisted people. If you leave her at least you can give her a gun and tell her to hide?

    Anyone care to explain taking Clem on the mission with them?

    Omid looked like he was about 20 minutes away from buying the farm. Since Clem wasn't able to pull the trigger on a zombie that she didn't know, would she really be able to do it to Omid?
  • edited October 2012
    Taking her to Crawford: She's by your side with the rest of the group. You know she's safe and she is always by your side.

    Leaving her at the house: Leave her alone with only a bed-ridden one-trip-away-from-death guy, also knowing that there's some stalker out there watching her.

    Yeeeeahhh... Crawford all the way.

    And I was NOT going to let her down and go back on my word AGAIN (about how we always need to stick together, we're a team, etc).\

    Plus, not taking Clem also makes the chance of Molly dying 100x greater, so that was another pro to taking her.
  • edited October 2012
    LadyJ wrote: »
    I think it's pretty obvious that leaving Clem alone in a house with a sick damn near dying guy who could turn at any second was not the best solution. He couldn't defend her or even promise to stay awake or alive.

    Secondly, what if the group didn't make it back or were unable to get back to the house and she's just stranded there? Remember the kid in the attic?

    No, it wasn't great that she had to go but really what choice was there?

    I didn't think about her getting stranded. That's a good point.
  • edited October 2012
    Its a clear example of why some people are unfit to raise children. No matter how doe eyed Clem got, I was not bringing her on that mission. I had no idea it would have been over run by Zombies, which is still horrible, but not as bad as I imagined dealing with Militant Darwinists that clearly hold no regard for life. It is pure irresponsibility to bring Clem to Crawford.

    You have to know when to tell children, NO!

    She was in a gated, well fortified house, with an attic, she could have secured herself in. The only real danger was Omid, although the game pulled a plot contrivance on me by somehow a lone walker managed to stumble into the house which Clem locked in a closet.
  • edited October 2012
    Omid was sick and possibly going to turn into a zombie. At that time in the game she hasn't proven she could kill a zombie yet. The guy on the walkie-talkie could still be out there. A herd could storm the house. She was safer with a group of armed people regardless.
  • edited October 2012
    Omid was sick and possibly going to turn into a zombie. At that time in the game she hasn't proven she could kill a zombie yet. The guy on the walkie-talkie could still be out there. A herd could storm the house. She was safer with a group of armed people regardless.

    A group of armed people, who were very well likely to be shot at by a much bigger group of much more heavily armed people?
  • edited October 2012
    Omid was sick and possibly going to turn into a zombie. At that time in the game she hasn't proven she could kill a zombie yet. The guy on the walkie-talkie could still be out there. A herd could storm the house. She was safer with a group of armed people regardless.

    Good grief. Have we humans become so sedentary we can't even prioritise threats even in a fictional world? This is the worst logic I have ever heard....
  • edited October 2012
    I told her she and I were a team. I told her I was willing to leave the group and go out with her alone. If that ever happened. The option to leave her behind no longer exists. It was a stated goal of the writers that having Clem tied you to having a bigger group. That was why I stayed with Kenny, Lilly and the rest even though it might have made more sense for me to go out on my own (or with just Carley, she rules) but I would stay with the group because it could keep her safe.

    I can't rely on anyone else. She needs to toughen up. WE need to be able to go out on our own at any time. So keeping her safe from dangers, no matter how much we may want to do so, is counterproductive.

    The goal is to make Clem as tough as possible, not hide her away safely, so she comes.
  • edited October 2012
    NeonBlade wrote: »
    Its a clear example of why some people are unfit to raise children. No matter how doe eyed Clem got, I was not bringing her on that mission. I had no idea it would have been over run by Zombies, which is still horrible, but not as bad as I imagined dealing with Militant Darwinists that clearly hold no regard for life. It is pure irresponsibility to bring Clem to Crawford.

    You have to know when to tell children, NO!

    She was in a gated, well fortified house, with an attic, she could have secured herself in. The only real danger was Omid, although the game pulled a plot contrivance on me by somehow a lone walker managed to stumble into the house which Clem locked in a closet.

    It's a difficult decision and there really isn't a good situation for her. If you leave her in the house so many things could go wrong:

    1. Omid dies, turns into a walker, and kills her.
    2. A walker gets in and she's unable to kill it. With no one else around it gets her.
    3. The guy stalking the group shows up, Clem isn't able to kill a living person, and ends up in the hands of a lunatic.
    4. Clem, who is completely unsupervised, leaves the house and follows the group as she did earlier. Now she is walking alone in the dark trying to catch up.
    5. The mission goes south and everyone dies. Clem is now left alone to slowly starve to death as the little boy in the attic did.

    If one other adult (even Ben) was going to stay at the house I'd have left Clem with them. If there was an option to leave her with Vernon's people I would have done that, but under the circumstances I thought she would have a better shot of living if she stayed with the group.
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