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I think you meant this? Nova Atar was the museum planet.


** The Prime Directive is mentioned when dealing with the native population of Nova Atar. 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 Nova Atar.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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* 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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* AlienNonInterferenceClause: Kirk cites the Prime Directive when refusing to help the Alphans and Omegans destroy each other - instead doing his best to find a compromise between the two species.

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* AlienNonInterferenceClause: AlienNonInterferenceClause:
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Kirk cites the Prime Directive when refusing to help the Alphans and Omegans destroy each other - instead doing his best to find a compromise between the two species.species.
** The Prime Directive is mentioned when dealing with the native population of Nova Atar. 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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* RedplicaBaron: The game features Trelane imagining himself as World War I pilot complete with the Red Baron's signature Fokker Triplane.
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* SleeperStarship: Spock speculates that the ''Compassion'' (in "Though This Be Madness") may be a sleeper ship sent out to make a round-trip. The Phays does confirm this, but is an UnreliableExpositor to begin with, and its own actions indicate it might have been a {{GenerationShip|s}} instead. Unfortunately, the true answer is never revealed because [[spoiler: the whole thing is really just a SecretTestOfCharacter to see if the humans would spot the contradictions]].

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* SleeperStarship: Spock speculates that the ''Compassion'' (in "Though This Be Madness") may be a sleeper ship sent out to make a round-trip. The Phays does confirm this, but is an UnreliableExpositor to begin with, and its own actions indicate it might have been a {{GenerationShip|s}} {{Generation Ship|s}} instead. Unfortunately, the true answer is never revealed because [[spoiler: the whole thing is really just a SecretTestOfCharacter to see if the humans would spot the contradictions]].
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* TheBattleDidntCount: Whether you win or lose combat against Trelane's triplane, the outcome is the same. [[JustifiedTrope Justified]] since he is a being of godlike power who enjoys playing games with Kirk.
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*** Kirk even lampshades the trope before realizing the above.
----> '''Kirk:''' Computers. I'd better think of something illogical to say.

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*** Kirk even lampshades [[LampshadeHanging lampshades]] the trope before realizing the above.
----> '''Kirk:''' Computers. [[GenreSavvy I'd better think start thinking of something illogical to say.say]].
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*** Kirk even lampshades the trope before realizing the above.
----> '''Kirk:''' Computers. I'd better think of something illogical to say.
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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting of a lengthy away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by the original cast in their respective roles.[[note]]In fact, this was Deforest Kelley's last ever performance as Dr. [=McCoy=].''[[/note]]

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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting of a lengthy away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by the original cast in their respective roles.[[note]]In fact, this was Deforest Kelley's last ever performance as Dr. [=McCoy=].''[[/note]]
[[/note]]
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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting of a lengthy away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by the original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=].''[[/note]]

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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting of a lengthy away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by the original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's Kelley's last ever performance as Dr. [=McCoy=].''[[/note]]
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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting of a lengthy away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=].''[[/note]]

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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting of a lengthy away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by the original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=].''[[/note]]
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Tweaking the article a bit more.


As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting primarily of a lengthy away-team mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though it is possible to turn these off altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, introducing many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. And as in the previous game, the CD-ROM version features the voices of the original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=], having last appeared on-screen as [=McCoy=] during the final Original Series movie, ''[[Film/StarTrekVITheUndiscoveredCountry The Undiscovered Country]].''[[/note]]

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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting primarily of a lengthy away-team mission away-mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle played as a FauxFirstPerson3D space simulator, though in this game it is possible to turn these off skip combat altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, introducing but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. And as As in the previous game, the CD-ROM version features the voices of the is fully voiced by original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=], having last appeared on-screen as [=McCoy=] during the final Original Series movie, ''[[Film/StarTrekVITheUndiscoveredCountry The Undiscovered Country]].[=McCoy=].''[[/note]]
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There are far fewer space battles in this game, most have little or no relevance to the plot, and they are ALL completely optional and can be switched off altogether.


As in the previous game, ''Judgment Rites'' is split into several "episodes", each of which contains at least one short space-battle (played in a FauxFirstPerson3D space simulator) and a much lengthier away-team mission (played as a PointAndClick adventure). ''Judgment Rites'' uses the same design as its predecessor, introducing many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. And as in the previous game, the CD-ROM version features the voices of the original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=], having last appeared on-screen as [=McCoy=] during the final Original Series movie, ''[[Film/StarTrekVITheUndiscoveredCountry The Undiscovered Country]].''[[/note]]

Each episode tells a single story, written in the style of the Original Series. For instance, in the first episode the Enterprise crew witness a ship coming through a rip in time, which warns them of the impending destruction of the Federation -- Which they then need to avert. In another episode, a creature called Trelane, a omnipotent spoiled brat (and familiar character from The Original Series) decides to pull Kirk and the rest of the ship's crew into a fantasy-world depicting a romanticized Germany in the midst of UsefulNotes/WorldWarI. Once an initial short space battle is won ([[HopelessBossFight or lost]]), the meat of the plot unfolds in AdventureGame mode, where Kirk and company must converse with each other and with {{NPC}}s, use items to interact with their environment, and finally solve the problem at hand and bring the episode to a close [[GameplayGrading in one way or another]].

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As in the previous game, ''Judgment Rites'' is split into several "episodes", each consisting primarily of which contains at least one a lengthy away-team mission played as a PointAndClick adventure.[[note]] A few episodes also include a short space-battle (played in played as a FauxFirstPerson3D space simulator) and a much lengthier away-team mission (played as a PointAndClick adventure). simulator, though it is possible to turn these off altogether.[[/note]] ''Judgment Rites'' uses the same design as its predecessor, introducing many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. And as in the previous game, the CD-ROM version features the voices of the original cast in their respective roles.[[note]]In fact, this was Deforest Kelly's last ever performance as Dr. [=McCoy=], having last appeared on-screen as [=McCoy=] during the final Original Series movie, ''[[Film/StarTrekVITheUndiscoveredCountry The Undiscovered Country]].''[[/note]]

Each episode tells a single story, written in the style of the Original Series. For instance, in the first episode the Enterprise crew witness a ship coming through a rip in time, which warns them of the impending destruction of the Federation -- Which they then need to avert. In another episode, a creature called Trelane, a omnipotent spoiled brat (and familiar character from The Original Series) decides to pull Kirk and the rest of the ship's crew into a fantasy-world depicting a romanticized Germany in the midst of UsefulNotes/WorldWarI. Once an initial short space battle is won ([[HopelessBossFight or lost]]), the The meat of the each plot unfolds in AdventureGame mode, where Kirk and company must converse with each other and with {{NPC}}s, use items to interact with their environment, and finally solve the problem at hand and bring the episode to a close [[GameplayGrading in one way or another]].
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* SickCaptiveScan: {{Subverted}} with Menao Sheme in "Federation" - he's too smart to fall for it.

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* SickCaptiveScan: SickCaptiveScam: {{Subverted}} with Menao Sheme in "Federation" - he's too smart to fall for it.
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* SickCaptiveScan: {{Subverted}} with Menao Sheme in "Federation" - he's too smart to fall for it.
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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 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.

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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 they're given a moralDilemma: 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.
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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 for another 100 years - but they 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.

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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 years]] - but they 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.

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** In Voids the entire party (except for Kirk) is made up of these. We have Sulu (his first and only away-mission in the game), Chekov (who also tags along in the next mission), and a RedShirt called Ensign Walker. Since the former two essentially fill the roles normally occupied by Spock and [=McCoy=], they also end up having similar WittyBanter throughout the mission - though Sulu and Chekov are much closer friends and thus much less vicious to one another.

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** In Voids "Voids" the entire party (except for Kirk) is made up of these. We have Sulu (his first and only away-mission in the game), Chekov (who also tags along in the next mission), and a RedShirt called Ensign Walker. Since the former two essentially fill the roles normally occupied by Spock and [=McCoy=], they also end up having similar WittyBanter throughout the mission - though Sulu and Chekov are much closer friends and thus much less vicious to one another.another.
** Uhura is this in the final two missions. It's lucky they brought her along - the mission would have failed without her specific presence.
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* Bizarrchitecture:

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* Bizarrchitecture:{{Bizarrchitecture}}:
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** In "Light and Darkness" the team encounters two single-celled species that are being represented by [[ProjectedMan automated projections]]. This is a HiddenTestOfCharacter 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 "Light and Darkness" the team encounters two single-celled species that are being represented by [[ProjectedMan automated projections]]. This is a HiddenTestOfCharacter 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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* Bizarrchitecture: The interior of the Compassion in "Though This Be Madness" is really weirdly organized, in that traveling in a straight line will sometimes inexplicably get you back to where you started. Furthermore, there is one room in the ship that is essentially a scaled-up version of the interior of the ship's computer (or is ''actually'' inside the ship's computer - it's deliberately unclear). Then again, the whole thing can be [[HandWave explained away]] as being [[spoiler: nothing more than holograms generated by the Brassica. None of it may be real at all]].

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* Bizarrchitecture: Bizarrchitecture:
**
The interior of the Compassion in "Though This Be Madness" is really weirdly organized, in that traveling in a straight line will sometimes inexplicably get you back to where you started. Furthermore, there is one room in the ship that is essentially a scaled-up version of the interior of the ship's computer (or is ''actually'' inside the ship's computer - it's deliberately unclear). Then again, the whole thing can be [[HandWave explained away]] as being [[spoiler: nothing more than holograms generated by the Brassica. None of it may be real at all]].all]].
** The Brassica testing grounds in "Yet There Is Method In It". They look like collections of massive solid shapes (boxes, cones, flat triangles, etc.) floating in a starry void. Of course, this place doesn't really exist - it's a hologram.
* BetrayalInsurance: In the final Brassican test, Kirk is given a [[DataCrystal paralense]] and told that it contains a detailed scan of the entirety of Klingon space. Septhi tells him that the Brassica do not fully trust the Klingons, and would like the Federation to use this data to defeat the Klingons in such an eventuality. Of course, [[spoiler: it's just a test to see whether Kirk would accept this clearly underhanded move. The paralense is empty. Or so they claim]].


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* FigureItOutYourself: The Brassica are quite reluctant to provide any hints to their riddles. Septhi, a Brassican leader who is particularly reluctant to open diplomatic relations with other species, calls it cheating. At best, they're willing to give some {{Cryptically Unhelpful Answer}}s.


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* GivingUpOnLogic: Spock, of all people, does this for the Brassican question to which he is the correct answer. Each member of the team heard a different question, none of the heard questions made any sense, and no logical answer to any particular question has any relevance for the other questions. Thus, there must be no answer.


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* {{Hologram}}: Holograms play an important part throughout the StoryArc portion of the game.
** In "Sentinel" the team encounters a computer holding the secrets of 3D holographic technology - tech that the Federation would not have in service for another 100 years - but they 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 HiddenTestOfCharacter 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.
** The alien [[SleeperStarship sleeper-ship]] ''Compassion'' shows several indications of possible holographic manipulation of its interior spaces, resulting in all sorts of {{Bizarrchitecture}}. At one point, the team finds themselves ''inside'' the main computer. Spock speculates that this is an interesting way to use a hologram - simulating the computer's innards as a physical room so that engineers can fix it without actually opening it up.
** Finally, the Brassican testing area in "Yet There Is Method In It" is completely holographic, as Spock's scans reveal. Each test area is a projection of a collection of similar 3D shapes (boxes, cones, discs, etc.) floating in a star-filled void. The HugeHolographicHead of a Brassic observes them as they debate their answers. The illusion is finally removed once Kirk and Klarr answer the final question, revealing that the team was actually on the Brassica homeworld the whole time.


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* HugeHolographicHead: A gigantic Brassica head appears in "Yet There Is Method In It" while the team are undergoing the penultimate test.
* InsaneTrollLogic: During the Brassican oral test in "Yet There Is Method In It", Klarr tries to make sense of a completely illogical question using some sort of contrieved explanation that convinces no one. Kirk tries solving the same riddle using mathematics, but completely fails to explain why the question he'd heard was the actual question. It takes Spock's logical mind to determine that the question has no logical answer at all.


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* LanguageBarrier: Kirk argues to the Brassicans that their [[RiddleMeThis riddles]] might be more difficult to solve than they think, due to possible translation errors. In truth, there is no such difficulty, but it may instead elicit some vague hints from the Brassica that might help solve their riddles.


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* PlayingBothSides: The final Brassican test. Kirk and Klarr each receive a [[DataCrystal paralense]] from the Brassica in secret, claiming that it is a scan of the territory of the other side, which the Brassica took as BetrayalInsurance. They want to see what each captain would do with such an unfair advantage. Kirk [[spoiler: [[TakeAThirdOption gives his paralense to Klarr]], who destroys both lenses. "Trust breeds trust"]].


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* RiddleMeThis: The penultimate Brassican test is a series of four philosophical riddles. To answer each riddle, Kirk must select one team-member to give what they think is the best answer - and only one person may answer each question.


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* TheSmurfettePrinciple: Uhura realizes this during the first question in the Brassican [[RiddleMeThis oral questions test phase]]. She's the only female on the team, and thus is the perfect answer for the question [[spoiler: "Who among you goes through the most pain in the pursuit of life". The answer is, of course, "the one who gives birth"]].


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* XenophobicHerbivore: The Brassica are this, though they aren't herbivores - they're ''plants''. The constant predation had later shaped their culture to be exceedingly wary of all outsiders, and thus their FirstContact with alien species had to be couched in a meticulously-planned (and probably hundreds of years in the making) series of tests meant to determine which alien species (if any) they could co-exist with.

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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.



* Bizarrchitecture: The interior of the Compassion in "Though This Be Madness" is really weirdly organized, in that traveling in a straight line will sometimes inexplicably get you back to where you started. Furthermore, there is one room in the ship that is essentially a scaled-up version of the interior of the ship's computer (or is ''actually'' inside the ship's computer - it's deliberately unclear). Then again, the whole thing can be [[HandWave explained away]] as being [[spoiler: nothing more than holograms generated by the Brassica. None of it may be real at all]].



* CloudCuckooLander: Most of the passengers on the Compassion are this - completely oblivious to the ship's situation and purpose - ostensibly due to various mental issues. Curiously, the ship's computer is suffering from a case of Cloudcuckoolander as well.



* DistressSignal: It wouldn't be ''Trek'' without them.
** One is received in "Light and Darkness", coming from a planet that was previously thought to be completely devoid of life.
** Two different ones in "Though This Be Madness". The first is a distress call from a Romulan ship in the Neutral Zone that turns out to be [[LuredIntoATrap a trap]]. The second is a ''real'' distress call from a Federation colony in the Klingon Neutral Zone, warning that a gigantic alien ship is about to land right on top of the colony.
* DoesntTrustThoseGuys: Klarr's aide in "Though This Be Madness" has a real bug up his ass for some reason regarding the Starfleet team. He interprets everything they do in a negative light, constantly looking for ways they might be trying to backstab the Klingon Empire.



* FalseInnocenceTrick: Implied to have been used by the Romulans to [[LuredIntoATrap lure the Enterprise]] into the Neutral Zone, get it to destroy a "rogue" Romulan vessel, and then uncharacteristically "forgive" the intrusion in exchange for knowledge about the Brassica. Kirk can then feign ignorance himself to avoid divulging any information.



* FriendlyRivalry: Between Captain Klarr and the ''Enterprise'' landing party during "Though This Be Madness". He is genuinely curious about the alien ship, and hopes to at least explore it in peace without butting heads with the Starfleet team. Unfortunately, he picked [[DoesntTrustThoseGuys the wrong officer]] to bring along as his aide. The friendly rivalry continues into the Brassican tests in the next mission, and even culminates in an act of mutual trust between him and Kirk.



* HateSink: Klarr's aide in "Though This Be Madness" is a stereotypical villain Klingon, constantly accusing the humans of attempted betrayal and eventually even accusing his own captain. This is all meant to further emphasize, by comparison, how level-headed Klarr is.



* LuredIntoATrap: An [[{{Sidequest}} optional encounter]] at the start of "Though This Be Madness" has Kirk violating the Romulan Neutral Zone to answer a DistressSignal from a Romulan ship. When the ''Enterprise'' arrives, it is attacked by a Warbird and must defend itself. As soon as the battle ends, several other Romulan ships arrive, though they "forgive" the intrusion - supposedly due to Kirk's altruistic motive for the violation, and the fact that he had destroyed a "rogue" Romulan ship - and instead use the opportunity to grill Kirk about the Brassica. Based on the modus operandi of the Romulans as portrayed throughout the ''Star Trek'' franchise, it's very likely that the entire affair was [[TheChessmaster just a big act]] orchestrated by the Romulans to try and get information about the Brassica, whose tests they had probably failed.



* {{Manchild}}: A very extreme case with Jakesey ("Though This Be Madness"), a grown man with severe mental development deficiency. He plays with blocks, loves his teddy bear, and has a very limited vocabulary.



* OnlySmartPeopleMayPass: Applies to nearly every SecretTestOfCharacter posed by the [[spoiler: Brassica]] throughout the game. Often involves TakeAThirdOption.
* TheParanoiac:
** Tuskin in "Though This Be Madness" thinks everyone is out to get him (except [[TheOnlyOneITrust Moll]]). He even has two large "bodyguard" friends to keep others away.
** To a lesser extent, Klarr's aide in the same mission is [[DoesntTrustThoseGuys fully convinced]] that the ''Enterprise'' team is playing some dirty trick on the Klingons, trying to steal information that would compromise Klingon security.
* TheOnlyOneITrust: In "Though This Be Madness", Tuskin has apparently realized that the food is [[TamperingWithFoodAndDrink drugged]], and only accepts food from Moll - who grows it in the ship's hydroponics garden. Kirk needs to take advantage of this by winning Moll's trust and getting her to deliver Tuskin food laced with a strong sedative.



* 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]].



* RivalsTeamUp: The Klingon captain Klarr joins the ''Enterprise'' away-team for the final mission, "Yet There Is Method In It".
* 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.
* ScrewTheRulesImDoingWhatsRight: Kirk's justification for violating the Romulan Neutral Zone to answer a DistressSignal from a Romulan ship inside the zone (though you can just as easily choose not to go, without losing any points). It turns out to be [[LuredIntoATrap a trap]], but fortunately the Romulans were not actually intending to start a war... at least ''this time''.



* SleeperStarship: Spock speculates that the ''Compassion'' (in "Though This Be Madness") may be a sleeper ship sent out to make a round-trip. The Phays does confirm this, but is an UnreliableExpositor to begin with, and its own actions indicate it might have been a {{GenerationShip|s}} instead. Unfortunately, the true answer is never revealed because [[spoiler: the whole thing is really just a SecretTestOfCharacter to see if the humans would spot the contradictions]].
* SmarterThanYouLook: Gormagon in "Though This Be Madness" appears to be one of the smartest people on the Compassion, despite looking like a muscle-bound brute. Unlike his twin brother Rackaback, he thinks that violence should be the last resort, and is also quick to realize that the ''Enterprise'' away-team is there to help, not harm. He also [[SmartPeoplePlayChess loves to play chess]].



* 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.



* TamperingWithFoodAndDrink: The Phays is drugging all of the pre-packaged food on the Compassion with a small dosage of tranquilizers ("Though This Be Madness"), supposedly to keep the mental-patient passengers docile.



* UnreliableExpositor: Azrah is this, telling all sorts of lies about his opponent Vizznr to try to persuade Kirk not to believe anything Vizznr says.

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* UnreliableExpositor: UnreliableExpositor:
**
Azrah is this, telling all sorts of lies about his opponent Vizznr to try to persuade Kirk not to believe anything Vizznr says.says.
** The Phays in "Though This Be Madness". It has a lot to tell about the history and mission of the Compassion, but the information occasionally contradicts either the hard facts or even ''itself''. Repairing the Phays makes it ''sound'' more rational, but the actual contents of its answers remain vague and self-contradictory. The Compassion's true purpose is only revealed once Kirk realizes [[spoiler: that all of this information is just a RedHerring]].


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* UpperClassTwit: One of the passengers on the Compassion ("Though This Be Madness") has delusions of grandure and thinks he is a king of some sort. He refuses to speak to anyone because they are all peasants and beneath his notice. Fortunately, he in inclined to believe that Uhura is of RoyalBlood, and she can use this fact to trick him into leaving the room.
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'''Scotty:''' No, laddie. I was thinking maybe we could build some sort of ''[[BFG mass driver]]''!\\

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'''Scotty:''' No, laddie. I was thinking maybe we could build some sort of ''[[BFG ''[[{{BFG}} mass driver]]''!\\
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* MacGyvering: This game features significantly fewer cases of jury-rigging equipment than the previous game, but everything changes during "Museum Piece" when Kirk, Scotty and Chekov find themselves locked inside a museum of technology that's under attack by terrorists. They have no equipment with them, but who needs equipment when you're surrounded by dilapidated old machine and your miracle worker Chief Engineer?

to:

* MacGyvering: This game features significantly fewer cases of jury-rigging equipment than the previous game, but everything changes during "Museum Piece" when Kirk, Scotty and Chekov find themselves locked inside a museum of technology that's under attack by terrorists. They have no equipment with them, but who needs equipment when you're surrounded by dilapidated old machine machines and your miracle worker team includes the best Chief Engineer?Engineer in Starfleet?
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'''Scotty:''' This little beastie put out a wee bit of energy discharge during transport. You've heard of the Heisenberd Uncertainty Principle?\\

to:

'''Scotty:''' This little beastie put out a wee bit of energy discharge during transport. You've heard of the Heisenberd Heisenberg Uncertainty Principle?\\
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-->'''Scotty:''' I don't think Dr. McCoy would like this transporter, Captain. Even I would not want to use this one.\\

to:

-->'''Scotty:''' I don't think Dr. McCoy [=McCoy=] would like this transporter, Captain. Even I would not want to use this one.\\



'''Scotty:''' Well, this is the Mulligan ''Certainty'' Field - guaranteed to do bad things to you even Dr. McCoy couldn't fix.

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'''Scotty:''' Well, this is the Mulligan ''Certainty'' Field - guaranteed to do bad things to you even Dr. McCoy [=McCoy=] couldn't fix.

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Changed: 190

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* AbsurdlyLongWait: The ''Enterprise'' crew are itching for some shore-leave throughout this entire game. They speak about it constantly, and each time their hopes for an upcoming leave are dashed by another set of orders coming from Starfleet.
** 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.



* FlawedPrototype: Several of the exhibits in the Smithsonian Annex in "Museum Piece" are failed prototypes of technology that was either abandoned or improved. The most significant of these is an early transporter system that was too dangerous to use on living creatures, and was even dangerous [[ToxicPhlebotinum to be in the same room with]] when activated.
-->'''Scotty:''' I don't think Dr. McCoy would like this transporter, Captain. Even I would not want to use this one.\\
'''Kirk:''' [[BreakTheBadass You, not use a piece of equipment?]] Why not, Mr. Scott?\\
'''Scotty:''' This little beastie put out a wee bit of energy discharge during transport. You've heard of the Heisenberd Uncertainty Principle?\\
'''Kirk:''' Of course, Mr. Scott.\\
'''Scotty:''' Well, this is the Mulligan ''Certainty'' Field - guaranteed to do bad things to you even Dr. McCoy couldn't fix.



* FunctionalAddict: Scotty implies he has a craving for alcohol several times during the game, particularly in episode 6 ("Museum Piece") where the chance to taste some Kazakhstanian Cognac excites him enough to delay (or even entirely skip) the shore-leave he had been waiting for since the game began. When a terrorist attack interrupts a toast to the ''Enterprise'' with that prized cognac, Scotty calls it "a conspiracy [to frustrate him]".



* InsideJob: There are several indications that the terrorist attack on the Smithsonian Annex in "Museum Piece" was aided by someone on the inside. For one, the terrorists had accurate blueprints of the museum allowing them to tunnel out at exactly the right place. Furthermore, they managed to get someone into the Curator's office to BoobyTrap his security console.



* KnockoutGas: Concocted expertly by [=McCoy=] to help knock out the Vurian trying to mess with the ship, in "Voids". It's specifically designed to knock out only Vurians, and it does the trick quite well.

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* KnockoutGas: KnockoutGas:
**
Concocted expertly by [=McCoy=] to help knock out the Vurian trying to mess with the ship, in the episode "Voids". It's specifically designed to knock out only Vurians, and it does the trick quite well.well.
** The Smithsonian Annex in "Museum Piece" is fitted with knockout gas canisters in every exhibition room, designed to be triggered from the main security console in case of a robbery or other emergency. Unfortunately, the terrorists who attack the museum know of this measure and have disabled the security system entirely. One of the possible solutions to this mission is to manually trigger a gas canister and quickly beam it into the room with the terrorists - though this solution is sub-optimal and will cost you some points.



* LockingMacGyverInTheStoreCupboard: Done unintentionally by the Lachian terrorists in "Museum Piece". They've shut down the security systems, they've locked all the doors, there's a shield overhead blocking both transmissions and sensors, and they're the only ones in the building who have access to any kind of weapons or electronics from outside. It's the perfect plan... with just one tiny problem: They've completely failed to make sure that none of the guests in this '''''museum of technology''''' happen to be [[TheEngineer Lieutenant Commander Montgomery Scott]].[[note]]Scotty's solution to the locked doors? Build a makeshift [[MagneticWeapons mass-driver]] by cannibalizing several half-broken, practically ancient exhibits. In under an hour.[[/note]]



* MacGyvering: This game features significantly fewer cases of jury-rigging equipment than the previous game, but everything changes during "Museum Piece" when Kirk, Scotty and Chekov find themselves locked inside a museum of technology that's under attack by terrorists. They have no equipment with them, but who needs equipment when you're surrounded by dilapidated old machine and your miracle worker Chief Engineer?
-->'''Scotty:''' Captain, when you were in school, did you ever make a tennis ball cannon?\\
'''Kirk:''' Of course, Mr. Scott. It's a dormitory tradition: Empty cans, tape, and a little propellant - if I remember my formula. But what's that got to do with our situation?\\
'''Scotty:''' I was thinking maybe we could use the same idea to get through that wee door.\\
'''Chekov:''' [[ComicallyMissingThePoint We're going to knock down the door with a tennis ball?]]\\
'''Scotty:''' In an engineering dorm, that's for freshmen only. As you move along, you get into bigger and better versions.\\
'''Chekov:''' [[RunningGag We'll use a BIG tennis ball?]]\\
'''Scotty:''' No, laddie. I was thinking maybe we could build some sort of ''[[BFG mass driver]]''!\\
(Spoiler: ''he does''.)



* MagneticWeapons: To get through a heavy, locked metal door in "Museum Piece", Scotty cannibalizes several of the museum's exhibits for parts and [[MacGyvering constructs a mass driver]]. The projectile ends up being a large medieval lance. Scotty's improvised weapon turns out to be so powerful it leaves very little of the door intact, and ends up [[DestructiveSaviour destroying several antique exhibits on the other side]].



* TheMigration: We're told that the people of Lachian had to migrate their entire population there from their original homeworld, which was [[ApocalypseHow destroyed]] in some unspecified event.
* MishmashMuseum: The Smithsonian Annex on Nova Atar is this. Although it is strictly a museum of technology, there is absolutely no rhyme or reason to the way the exhibits are organized. You'll find an alien crystalline computer next to an early engineering robot, and a control console from a Klingon warship next to an experimental battery-charging platform.



* NoGearLevel: "Museum Piece" takes place at the Smithsonian Annex on Nova Atar. The museum's security standards require that no electronic equipment of any kind be brought in by visitors, so the away-team has to leave their phasers and tricorders back on the ''Enterprise'' before beaming in. The primary challenge of this mission is then to [[BreakOutTheMuseumPiece try to make do with the exhibits themselves]], or at least [[DestructiveSaviour parts thereof]].



* WeNeedToGetProof: It quickly becomes clear during "Federation" that taking out Breddell without making him become a VillainWithGoodPublicity requires finding proof of his [[MadScientist insane plans]] first.

to:

* WeNeedToGetProof: It quickly becomes clear during "Federation" that taking out Breddell without making him become a VillainWithGoodPublicity requires finding proof of his [[MadScientist insane plans]] first.first.
* YourTerroristsAreOurFreedomFighters: All we know about the terrorists attacking the Smithsonian Annex in "Museum Piece" is that they want to steal the Quelque. However if Kirk manages to contact them, he can learn that they are members of an oppressed group on their home planet. They explain that the probe is a historical artifact of their entire race, and thus belongs to all members of their species equally - rather than just the ruling family to whom the Federation was planning on giving the probe. In the canon ending, [[JerkassHasAPoint Kirk agrees with them]].
* {{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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* BrokenBridge: As this is an AdventureGame, it's no surprise there are several of these. A notable example is in episode 5, "Voids", where an explosion severs the only physical connection between the ''Enterprise'' bridge and the rest of the ship. The obstruction will be cleared ''immediately'' after [[EventFlag Spock's failed attempt to beam away]] results in [[spoiler:him being kidnapped]].

to:

* BrokenBridge: As this is an AdventureGame, it's no surprise there are several of these. A notable example is in episode 5, "Voids", where an explosion severs the only physical connection between the ''Enterprise'' bridge and the rest of the ship. The obstruction will be is cleared ''immediately'' after [[EventFlag Spock's failed attempt to beam away]] himself over to Auxiliary Control]] results in [[spoiler:him being kidnapped]].
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Added DiffLines:

* BrokenBridge: As this is an AdventureGame, it's no surprise there are several of these. A notable example is in episode 5, "Voids", where an explosion severs the only physical connection between the ''Enterprise'' bridge and the rest of the ship. The obstruction will be cleared ''immediately'' after [[EventFlag Spock's failed attempt to beam away]] results in [[spoiler:him being kidnapped]].
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'''Kirk:''' Are you trying to suggest we won't? Will I have to put you on report for threatening morale?\\

to:

'''Kirk:''' Are you trying to suggest we won't? [[IfWeGetThroughThis Will I have to put you on report for threatening morale?\\morale?]]\\

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