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Trope was cut/disambiguated due to cleanup


* AmbiguousDisorder: (InUniverse) Generally true for the passengers of the Compassion in "Though This Be Madness". They display various symptoms of mental instability and/or deficiency, but none of them are diagnosed with anything specific. Even [=McCoy=] has a hard time figuring it out. As it later turns out, [[spoiler:this is intentional, since the ship is a deliberate puzzle set up by the Brassica]].

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** Episode 6, "Museum Piece", starts with the ''Enterprise'' finally headed to Nova Atar for shore-leave, but just as Kirk reassures the bridge crew that it's ''finally'' time to wind down, he gets a call from a Starfleet Admiral asking him to do some official business while he's down there.

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** Episode 6, "Museum Piece", starts with the ''Enterprise'' finally headed to Nova Atar for shore-leave, but just as Kirk reassures the bridge crew that it's ''finally'' time to wind down, he gets a call from a Starfleet Admiral Richards asking him to do some official business while he's down there.


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*** Additionally, [[spoiler: Kirk, after putting the Savant on the ropes with the satchel full of negative emotion stones, can berate him; calling him [[TheReasonYouSuckSpeech a "selfish, self-centered, nothing" and an "emotional leech" upon others because he's "too emotionally stunted to stand on [his] own two feet]]". This vicious tirade goes a little too far for a TalkingTheMonsterToDeath moment, [[DespairEventHorizon draining the Savant of the will to live]] and [[SuicidalCosmicTemperTantrum causing the fabric of his dimension to collapse]].]]


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** Subverted in the case of Ensign Jons, a ''blue''shirt geneticist from the Enterprise's science staff.


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* WhatTheHellHero: The crew will dutifully do this to Kirk if you pursue untactful or violent solutions; as will Admirals Cain and Richards after the mission if things go completely pear-shaped.
** If you get a critical mission failure on Balkos III or Onyius II, [[spoiler: the Brassicans will break their silence early to scold the Federation for failing the tests.]] When encountered in the flesh at the end of the game, they will personally scold and excoriate Kirk if he [[spoiler: picks fights with or tries to sabotage Klarr, or gives selfish or patronizing answers to their questions.]]

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* ColonyDrop: At the beginning of the penultimate episode/level, a giant colony ship housing an assortment of invalids and head cases is set to land smack in the middle of a Federation colony in the Klingon Neutral Zone. The object of the mission (ostensibly) is to convince its computer to keep it from doing that.



* ColonyDrop: At the beginning of the penultimate episode/level, a giant colony ship housing an assortment of invalids and head cases is set to land smack in the middle of a Federation colony in the Klingon Neutral Zone. The object of the mission (ostensibly) is to convince its computer to keep it from doing that.

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* ColonyDrop: At ContrivedCoincidence: When Bredell's doomsday device destroys planet Earth, the beginning ''U.S.S. Alexander'' is hit by the shockwave and blown several days into the past. In a truly spectacular act of contrivance, it re-emerges within sight of the penultimate episode/level, a giant colony ship housing an assortment of invalids ''Enterprise'' and head cases is set with [[AlmostDeadGuy just enough time]] to land smack in the middle of deliver a Federation colony in the Klingon Neutral Zone. The object of the mission (ostensibly) is warning to convince its computer Kirk before exploding -- not to keep it from doing that.mention just enough time for Kirk to do something about that information.
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Unlike its predecessor, ''Judgment Rites'' also includes a StoryArc that runs through most of its episodes: An alien species is attempting to [[spoiler: make first contact with the Federation and the Klingon Empire]] and is peppering the plot with various tests to determine whether [[spoiler: to establish diplomatic relations with either government]]. This culminates in the last two episodes in the game, where Kirk and his crew are being explicitly tested.

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Unlike its predecessor, ''Judgment Rites'' also includes a StoryArc that runs through most of its episodes: An alien species is attempting to [[spoiler: make first contact with the Federation and the Klingon Empire]] Empire and is peppering the plot with various tests to determine whether [[spoiler: to establish diplomatic relations with either government]].government. This culminates in the last two episodes in the game, where Kirk and his crew are being explicitly tested.
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* SuperOCD: Puzzlewitt, a passenger on the Compassion (in "Though This Be Madness"), was obsessed with learning as much information as possible from the ship's computer library, not matter how inane or insignificant it was, in the hope that learning it all will help explain some grander purpose. When the data-reader was destroyed by another passenger, she crossed the DespairEventHorizon and became a vegetable.
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''Star Trek: Judgment Rites'' was the second AdventureGame based on the ''Franchise/StarTrek'' franchise, developed in 1993. It is a sequel to the successful ''[[VideoGame/StarTrek25thAnniversary Star Trek: 25th Anniversary]]'', following the same concept: a surprisingly-faithful continuation of ''[[Series/StarTrekTheOriginalSeries The Original Series]]'' in video game form.

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''Star Trek: Judgment Rites'' was the second PointAndClick AdventureGame based on the ''Franchise/StarTrek'' franchise, developed by Interplay in 1993. It is a sequel to the successful ''[[VideoGame/StarTrek25thAnniversary Star Trek: 25th Anniversary]]'', following the same concept: a surprisingly-faithful continuation of ''[[Series/StarTrekTheOriginalSeries The Original Series]]'' in video game form.
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* FirstContact: Unusually for this trope, it is our protagonists who are the target. [[spoiler:The Brassica are a race of sentient plants, who've evolved to be extremely cautious just to survive on their own planet. When they finally decided to make contact with other races they set up a series of tests to put various interstellar empires through, trying to determine which, if any, can be contacted safely. Most missions in the game involve our crew being directly tested as representatives of the Federation]].
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* AmbiguousDisorder: Generally true for the passengers of the Compassion in "Though This Be Madness". They display various symptoms of mental instability and/or deficiency, but none of them are diagnosed with anything specific. Even [=McCoy=] has a hard time figuring it out.

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* AmbiguousDisorder: (InUniverse) Generally true for the passengers of the Compassion in "Though This Be Madness". They display various symptoms of mental instability and/or deficiency, but none of them are diagnosed with anything specific. Even [=McCoy=] has a hard time figuring it out. As it later turns out, [[spoiler:this is intentional, since the ship is a deliberate puzzle set up by the Brassica]].
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''Star Trek: Judgment Rites'' was the second AdventureGame based on the ''Franchise/StarTrek'' franchise, developed in 1993. It is a sequel to the successful ''[[VideoGame/StarTrek25thAnniversary Star Trek: 25th Anniversary]]'', following the same concept: a surprisingly-faithful continuation of ''[[Series/StarTrekTheOriginalSeries The Original Series]]'' in videogame form.

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''Star Trek: Judgment Rites'' was the second AdventureGame based on the ''Franchise/StarTrek'' franchise, developed in 1993. It is a sequel to the successful ''[[VideoGame/StarTrek25thAnniversary Star Trek: 25th Anniversary]]'', following the same concept: a surprisingly-faithful continuation of ''[[Series/StarTrekTheOriginalSeries The Original Series]]'' in videogame video game form.



* AmplifierArtifact: Trelane has four of these: [[spoiler: a clock, a blackboard, a locket, and a triplane]]. All four must be destroyed in order to weaken the forcefield guarding his castle. After this happens, you find out that Trelane has at least one more (a painting) in the castle itself, but Spock points out that the castle is likely full of them, and that Kirk would never destroy them all before Trelane got mad at him and did something nasty.

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* AmplifierArtifact: Trelane has four of these: [[spoiler: a clock, a blackboard, a locket, and a triplane]]. All four must be destroyed in order to weaken the forcefield force field guarding his castle. After this happens, you find out that Trelane has at least one more (a painting) in the castle itself, but Spock points out that the castle is likely full of them, and that Kirk would never destroy them all before Trelane got mad at him and did something nasty.



** A notable example is during the second mission ''The Sentinel'', where despite doing everything right for a maximum score in the mission, at the end your choices are to either shut down a computer archive with advanced scientific knowledge, or shut down a power generator that's protecting the planet's civilization from being contaminated by a vat of dangerous pheremones. If you choose to shut down the generator and save the archive instead, you complete the mission and are beamed back onboard. However on the Bridge you're instantly informed that [[spoiler: the planet's civilization is doomed to a life of aggression and violence, and Admiral Richards berates you for your choice and relieves you as captain of the Enterprise...]]

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** A notable example is during the second mission ''The Sentinel'', where despite doing everything right for a maximum score in the mission, at the end your choices are to either shut down a computer archive with advanced scientific knowledge, or shut down a power generator that's protecting the planet's civilization from being contaminated by a vat of dangerous pheremones.pheromones. If you choose to shut down the generator and save the archive instead, you complete the mission and are beamed back onboard. However on the Bridge you're instantly informed that [[spoiler: the planet's civilization is doomed to a life of aggression and violence, and Admiral Richards berates you for your choice and relieves you as captain of the Enterprise...]]
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Up To Eleven is a defunct trope


* {{Technobabble}}: As in the original television series, this game is very light on the Technobabble for the most part. However it is ramped UpToEleven in "Though This Be Madness" - the penultimate mission - whose writer seems to have gone wild with writing exceptionally long dialogue lines crammed full of technical terms. In the [=CD-ROM=] edition you can hear the actors struggling with their lines, up to and including a few recordings of completely-botched readings that were (accidentally?) left in.

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* {{Technobabble}}: As in the original television series, this game is very light on the Technobabble for the most part. However it is ramped UpToEleven up to eleven in "Though This Be Madness" - the penultimate mission - whose writer seems to have gone wild with writing exceptionally long dialogue lines crammed full of technical terms. In the [=CD-ROM=] edition you can hear the actors struggling with their lines, up to and including a few recordings of completely-botched readings that were (accidentally?) left in.
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* BeliefMakesYouStupid: The science officer mentioned above is unusually religious by Star Trek standards, and quickly falls for appearances when one alien species looks demonic and the other angelic.

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* BeliefMakesYouStupid: The science officer mentioned above is unusually religious by Star Trek standards, and quickly falls for appearances when one alien species looks demonic and the other angelic. Played with as the science officer is a ''geneticist'' and Kirk convinces him by pointing out they're neither angels nor demons.



* SpaceWhaleAesop: "Light and Darkness" deals with appearances and morality. Two races appeal for Kirk's help in destroying the other race. One race looks angelic, the other demonic. While GuestStarPartyMember Ensign Jons swoons over the angel's "goodness" and rejects the demon's "evil", Kirk notices that the demon is in fact the passive one and the angel is bloody-minded. Nevertheless, he does his best to ignore their appearance and eventually convinces the two races to be joined genetically. When things come to a head with Jons at the end of the mission, you'd expect Kirk to convince him that appearances don't matter, and that actions count more than words (a sentiment he himself expresses earlier in the mission). NOPE! Instead, all you need to do is make Jons realize that these are single-celled life-forms incapable of morality, and that the creatures they're seeing are just automated holographic projections. So while the moral of the story starts as "don't judge a book by its cover", it somehow ends up being "genetic tampering is OK if the subjects are primitive life-forms."

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* SpaceWhaleAesop: "Light and Darkness" deals with appearances and morality. Two races appeal for Kirk's help in destroying the other race. One race looks angelic, the other demonic. While GuestStarPartyMember Ensign Jons swoons over the angel's "goodness" and rejects the demon's "evil", Kirk notices that the demon is in fact the passive one and the angel is bloody-minded. Nevertheless, he does his best to ignore their appearance and eventually convinces the two races to be joined genetically. When things come to a head with Jons at the end of the mission, you'd expect Kirk to convince him that appearances don't matter, and that actions count more than words (a sentiment he himself expresses earlier in the mission). NOPE! Instead, all you need to do is make Jons realize that these are single-celled life-forms incapable of morality, and that the creatures they're seeing are just automated holographic projections. So while the moral of the story starts as "don't judge a book by its cover", it somehow ends up being "genetic tampering is OK if the subjects are primitive life-forms." It may also qualify as TakeAThirdOption because Kirk sees through what is transparent manipulation by the Brassica.

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Merged per TRS


* RoyalBlood: At one point during "Though This Be Madness", Uhura must convince a man who thinks he is a king that she is descended from the rulers of Kush and Timbuktu to get him to speak with her. Failing to do so renders the mission UnwinnableByMistake in earlier versions of the game.

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* RoyalBlood: At one point during "Though This Be Madness", Uhura must convince a man who thinks he is a king that she is descended from the rulers of Kush and Timbuktu to get him to speak with her. Failing to do so renders the mission UnwinnableByMistake UnintentionallyUnwinnable in earlier versions of the game.



* UnintentionallyUnwinnable: An unfinished piece of code makes it impossible to complete the mission "Though This Be Madness" if the wrong dialogue choice is selected during a certain conversation. [[spoiler: It's when Uhura talks to the "King" of the alien space craft to convince him to leave the room]]. The latest [=CD-ROM=] version solves the problem -- not by fixing the dialogue, but by dumping all the missing items into your inventory if you arrive at the final scene without them.



* UnwinnableByMistake: An unfinished piece of code makes it impossible to complete the mission "Though This Be Madness" if the wrong dialogue choice is selected during a certain conversation. [[spoiler: It's when Uhura talks to the "King" of the alien space craft to convince him to leave the room]]. The latest [=CD-ROM=] version solves the problem -- not by fixing the dialogue, but by dumping all the missing items into your inventory if you arrive at the final scene without them.
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* GameplayAndStoryIntegration: A highly deliberate case. The conventions of AdventureGame puzzle design, which the player might take for granted, are the very thing that raises Kirk's and Spock's suspicions during the Brassica arc missions. They constantly point out how the scenarios they've found themselves in are structured like carefully-crafted puzzles, with a viable solution conveniently within arm's reach. Of course, Adventure Games are built in this manner in order to test the player's problem-solving skills, whereas the Brassican rites test the characters ''in-universe''. In contrast, during the non-arc missions, the characters [[GameplayAndStorySegregation do not notice this same pattern]] even though it's obviously still there.
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Dewicked trope


** In "Sentinel" the team encounters a computer holding the secrets of 3D holographic technology - tech that the Federation would not have in service [[Series/StarTrekTheNextGeneration for another 100 years]] - but they're given a MoralDilemma: Either take the information and doom the planet's inhabitants to remain guinea pigs in an experiment that is turning them ever more aggressive; or allow the information to be wiped clean but release the inhabitants from the test. Canonically, Kirk goes for the second option.
** In "Light and Darkness" the team encounters two single-celled species that are being represented by [[ProjectedMan automated projections]]. This is a SecretTestOfCharacter to see whether the appearance of the projections (one angelic, the other demonic) will fool the team into thinking there is a MoralDilemma here, even though there is none: Neither species is even remotely sentient. When Kirk and his team finally combine the two species together a third projected figure appears - being received from some distant location in space - and reveals the extent of the Brassica tests throughout the quadrant.

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** In "Sentinel" the team encounters a computer holding the secrets of 3D holographic technology - tech that the Federation would not have in service [[Series/StarTrekTheNextGeneration for another 100 years]] - but they're given a MoralDilemma: dilemma: Either take the information and doom the planet's inhabitants to remain guinea pigs in an experiment that is turning them ever more aggressive; or allow the information to be wiped clean but release the inhabitants from the test. Canonically, Kirk goes for the second option.
** In "Light and Darkness" the team encounters two single-celled species that are being represented by [[ProjectedMan automated projections]]. This is a SecretTestOfCharacter to see whether the appearance of the projections (one angelic, the other demonic) will fool the team into thinking there is a MoralDilemma moral dilemma here, even though there is none: Neither species is even remotely sentient. When Kirk and his team finally combine the two species together a third projected figure appears - being received from some distant location in space - and reveals the extent of the Brassica tests throughout the quadrant.
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Sentence was unclear


* DisproportionateRetribution: Kirk thwarted Breddell's plan to take over his homeworld's government a decade ago. He then foiled Breddell's plans to manufacture {{Effective Knockoff}}s of Constitution-class Starships in ''25th Anniversary''. So naturally, Breddell now plans to [[spoiler: blow up Earth and destroy the Federation]].

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* DisproportionateRetribution: Kirk thwarted Breddell's plan to take over his homeworld's government a decade ago. He then foiled Breddell's plans to manufacture {{Effective Knockoff}}s of Constitution-class Starships in ''25th Anniversary''. So naturally, Breddell now plans to take his revenge on Kirk by [[spoiler: blow blowing up Earth and destroy destroying the Federation]].

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minor edits








* PortalDoor: One appears at the end of "Though This Be Madness", and takes you to the next mission. It's unclear whether it's actually a portal, or whether the whole thing is [[spoiler: nothing more than a holographic illusion]].

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* PortalDoor: One A door appears at the end of "Though This Be Madness", and takes you to the next mission. It's unclear whether it's actually a portal, or whether the whole thing is [[spoiler: nothing more than a holographic illusion]].



* {{Zeerust}}: One of the exhibits at the Smithsonian Annex is the working prototype of an "Aurora Generator". It is a bulky platform, as big as a pool table, that can wirelessly project electricity to any device over a short distance. Given how the away-team uses it later in the mission, however, the table-sized device is essentially what we would nowadays call a cellphone charging pad.

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* {{Zeerust}}: One of the exhibits at the Smithsonian Annex is the working prototype of an "Aurora Generator". It is a bulky platform, as big as a pool table, that can wirelessly project electricity to any device over a short distance. Given how the away-team uses it later in the mission, however, the table-sized device is essentially what we would nowadays call a cellphone charging pad.pad.
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* RaceAgainstTheClock: There are a few nominal ones, but [[TakeYourTime none of them actually affect gameplay.]]
** Breddell sets his DoomsdayDevice to fire at [[spoiler:Earth]] just before he's arrested. As Spock says, it could fire "at any moment".
** The alien ship "Compassion" is ''about'' to land on a Federation colony, and must be stopped [=ASAP=].



* TakeYourTime: None of the {{Ticking Clock}}s in the game will actually run out, no matter how long you wait.

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* TakeYourTime: None of the {{Ticking Clock}}s Ticking Clocks in the game will actually run out, no matter how long you wait.



* TickingClock: There are a few nominal ones, but [[TakeYourTime none of them actually affect gameplay.]]
** Breddell sets his DoomsdayDevice to fire at [[spoiler:Earth]] just before he's arrested. As Spock says, it could fire "at any moment".
** The alien ship "Compassion" is ''about'' to land on a Federation colony, and must be stopped [=ASAP=].

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It's not a Broken Aesop since the conclusion is not directly undermining the aesop it's trying to teach, rather it's just doing something completely tangential to it


* BrokenAesop: "Light and Darkness" deals with appearances and morality. Two races appeal for Kirk's help in destroying the other race. One race looks angelic, the other demonic. While GuestStarPartyMember Ensign Jons swoons over the angel's "goodness" and rejects the demon's "evil", Kirk notices that the demon is in fact the passive one and the angel is bloody-minded. Nevertheless, he does his best to ignore their appearance and eventually convinces the two races to be joined genetically. When things come to a head with Jons at the end of the mission, you'd expect Kirk to convince him that appearances don't matter, and that actions count more than words (a sentiment he himself expresses earlier in the mission). NOPE! Instead, all you need to do is make Jons realize that these are single-celled life-forms incapable of morality, and that the creatures they're seeing are just automated holographic projections. So while the moral of the story starts as "don't judge a book by its cover", it somehow ends up being "genetic tampering is OK if the subjects are primitive life-forms."


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* SpaceWhaleAesop: "Light and Darkness" deals with appearances and morality. Two races appeal for Kirk's help in destroying the other race. One race looks angelic, the other demonic. While GuestStarPartyMember Ensign Jons swoons over the angel's "goodness" and rejects the demon's "evil", Kirk notices that the demon is in fact the passive one and the angel is bloody-minded. Nevertheless, he does his best to ignore their appearance and eventually convinces the two races to be joined genetically. When things come to a head with Jons at the end of the mission, you'd expect Kirk to convince him that appearances don't matter, and that actions count more than words (a sentiment he himself expresses earlier in the mission). NOPE! Instead, all you need to do is make Jons realize that these are single-celled life-forms incapable of morality, and that the creatures they're seeing are just automated holographic projections. So while the moral of the story starts as "don't judge a book by its cover", it somehow ends up being "genetic tampering is OK if the subjects are primitive life-forms."
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* WarIsHell: In the best outcome to "No Man's Land" Kirk confronts Trelane about how historically inaccurate his recreation of World War I is, and offers to "improve" it by referring to the historical data on the Enterprise's computer. The end result demolishes Terlane's romanticism about Earth wars.

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* WarIsHell: In the best outcome to "No Man's Land" Kirk confronts Trelane about how historically inaccurate his recreation of World War I is, and offers to "improve" it by referring to the historical data on the Enterprise's computer. The end result demolishes Terlane's Trelane's romanticism about Earth wars.
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** The Prime Directive is mentioned when dealing with the native population of Balkos III. Spock counters the natives are already being manipulated by what is clearly technology from some earlier alien visit, and thus interfering to remove this alien influence is permissible.

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** The Prime Directive is mentioned when dealing with the native population of Balkos III. Spock counters that the natives are already being manipulated by what is clearly technology from some earlier alien visit, and thus interfering to remove this alien influence is permissible.
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* MySpeciesDothProtestTooMuch: Captain Klarr is shown not to be the typical Klingon. Klarr is an very level-headed and honorable captain willing to cooperate with Kirk and the Federation crew. In order to get the best ending, you have to cooperate with and trust him. His [[HateSink subordinate]] however, is far less willing and honorable.

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