He gets a good look at things on his way down. He lands on top of a Breaker's Bow, and it ain't broke. Kid spies a good perch for some target practice. He knows he should draw the string all the way back. The Kid pockets a memento from a Breaker, once the fastest men in the land. The good news is the emergency defenses still work. The bad news is they're aiming for the Kid. Picks up a few pointers from a dusty old tomb. He's a mighty fast learner. He finds the Distillery, right next to the Arsenal. Tough part of town. One sip of the Spirits in that Distillery and the Kid'll feel like a new man. The Arsenal's where the Kid can pick the best tools for the job. Some of them Squirts, birthing like crazy in a couple of corn bins. That one was Maude the tutor, once taught the Kid good manners. He never used them though.