Fabula
S5E6 · The Game
S5E6
· The Game

Data disrupts mind control on the bridge

The bridge crew, fully under the alien game’s hypnotic control, forcibly restrains Wesley Crusher and subject him to the game’s laser-induced submission. Picard and Beverly—acting with eerie calm—secure the device around Wesley’s ear, forcing his eyes open as the lasers lock onto his pupils. Wesley resists violently, but the game’s influence takes hold, his body slumping in defeat as the overlay consumes his vision. Just as the crew celebrates their victory, the bridge lights cut out, plunging the room into darkness. Data emerges from the turbolift, wielding a modified palm beacon that emits blinding flashes of light. The crew recoils, stunned and disoriented, their hypnotic trance shattered. Data seizes the moment, issuing rapid-fire orders to Worf to secure an alien vessel—a decisive counterattack that reasserts his authority and forces the infected officers into a reactive, defensive position. The event marks a critical turning point, restoring temporary control to the Enterprise and positioning Data as the crew’s only uncorrupted asset.

Plot Beats

The narrative micro-steps within this event

2

Suddenly, the bridge lights go out, and Data emerges from the turbolift, wielding a modified palm beacon that emits blinding flashes. The light stuns Picard, Beverly, Riker, Worf, Troi, and Geordi, disrupting the game's influence.

hopelessness to hope

With the crew disoriented, Data quickly orders Worf to secure an alien ship off the starboard bow, overriding Picard's compromised command. Worf, after glancing at Picard who nods, complies and engages the tractor beam.

confusion to clarity

Who Was There

Characters present in this moment

7

Surface: Hypnotically calm, then stunned and disoriented. Internal: Likely a deep guilt and horror at her role in Wesley’s forced submission, though the game suppresses this until Data’s intervention.

Beverly hands Picard the game device with a soft, almost maternal expression, her voice unnaturally soothing as she tries to comfort Wesley. She watches as the lasers lock onto his eyes, her face a mask of hypnotic calm. When Data’s flashes disrupt the trance, she stumbles back, hands shielding her eyes, her breath quickening as she regains her senses. She blinks in confusion, her usual warmth replaced by a dazed, disoriented stare—until she recognizes Data’s authority and the urgency of the situation.

Goals in this moment
  • Participate in Wesley’s submission to ‘protect’ the crew (as dictated by the game).
  • Regain her medical and moral authority once freed from the trance, supporting Data’s efforts.
Active beliefs
  • The game’s submission is a necessary evil for the ship’s safety (a belief implanted by hypnotic suggestion).
  • Her role as Chief Medical Officer requires her to prioritize the crew’s ‘well-being’—even if it means enforcing the game’s control.
Character traits
Hypnotically compliant yet internally conflicted Attempts to rationalize the game’s cruelty with false reassurance Quick to defer to Data’s leadership in crisis Traumatized by her own actions under the game’s influence
Follow Geordi La …'s journey

Surface: Terrified, then resigned, then disoriented. Internal: A mix of violation (betrayed by the crew he trusts), relief (freed from the game), and lingering fear (of the game’s addictive pull).

Wesley is dragged onto the bridge by Riker and Worf, his arms pinned as he thrashes in desperation. His eyes widen in terror as Picard secures the game device, and he shuts them tight, refusing—until Riker pries them open. The lasers lock onto his pupils, and his body tenses before slumping in defeated pleasure, his voice a weak ‘No…’ as the game takes hold. When the lights cut out and Data’s flashes disrupt the trance, Wesley is left dazed, his breathing ragged, his mind briefly freed but still reeling from the hypnotic experience.

Goals in this moment
  • Escape the game’s submission at all costs, even as the crew overpowers him.
  • Regain his agency and warn the crew of the game’s danger (though he is initially too stunned to act).
Active beliefs
  • The crew has been corrupted by the game, and he must resist it to protect them.
  • His technical skills and quick thinking are his only advantages in this fight.
Character traits
Desperately resistant Physically and emotionally overwhelmed Vulnerable yet resilient in the face of betrayal Quick to adapt when freed from the trance (though traumatized)
Follow Wesley Crusher's journey

Surface: Hypnotically calm, almost robotic in his actions. Internal: Likely a deep, subconscious horror at his own compliance, though the game suppresses it until Data’s intervention briefly breaks the trance.

Picard stands at the center of the bridge, his posture rigid with hypnotic authority. He oversees Wesley’s restraint with clinical precision, his voice devoid of its usual warmth as he commands Beverly to hand him the game device. With eerie calm, he secures it around Wesley’s ear, then activates the lasers, his expression unreadable as Wesley’s resistance crumbles. When the bridge lights cut out, Picard reacts with wide-eyed shock, his hands instinctively rising to shield his face from Data’s blinding flashes. As the lights return, he blinks in disorientation, his usual command presence momentarily shattered—until he nods to Worf, silently deferring to Data’s orders.

Goals in this moment
  • Enforce the game’s submission on Wesley to ‘protect’ the *Enterprise* from his perceived threat.
  • Maintain the illusion of control over the crew, even as the game dictates his actions.
Active beliefs
  • Wesley’s resistance is a danger to the ship’s stability (a belief implanted by the game).
  • The game’s submission process is necessary for ‘the greater good’ (a rationalization fed by hypnotic suggestion).
Character traits
Hypnotically detached Authoritative yet hollow Physically reactive to sensory disruption Quick to defer to Data’s leadership in crisis
Follow Jean-Luc Picard's journey

Surface: Focused, clinical, and in command. Internal: Likely a mix of concern for the crew’s well-being and frustration at their vulnerability to the game’s influence. His lack of emotion does not diminish his urgency.

Data steps out of the turbolift as a dramatic silhouette, his modified palm beacon raised. With deliberate precision, he emits blinding flashes of light, disrupting the crew’s hypnotic trance. His voice is rapid and authoritative as he issues orders to Worf, his posture unyielding. Unlike the infected crew, Data’s movements are purposeful, his emotions—though he cannot feel them—mirrored in his tactical decisiveness. He does not waver, even as the crew stumbles around him, their disorientation a stark contrast to his control.

Goals in this moment
  • Break the crew’s hypnotic trance using the palm beacon’s light flashes.
  • Restore the *Enterprise*’s operational control by neutralizing the external threat (the alien ship).
Active beliefs
  • The crew’s free will has been compromised, and it is his duty to restore it.
  • The alien game’s influence is an external threat that must be countered with logical, decisive action.
Character traits
Tactically decisive Unshakably authoritative Empathetically detached (yet protective of the crew) Innovative in crisis (using the palm beacon as a countermeasure)
Follow Data's journey

Surface: Hypnotically obedient, then stunned and disoriented. Internal: Likely a deep conflict—his Klingon pride rebels against his forced compliance, though the game suppresses this until Data’s intervention.

Worf drags Wesley onto the bridge with Riker, his grip ironclad as Wesley struggles. He restrains Wesley’s head with a massive hand, forcing his eyes open for the game’s lasers, his Klingon strength making resistance futile. When Data’s flashes disrupt the trance, Worf recoils, hands shielding his eyes, his body tensing in pain. As the lights return, he hesitates, looking to Picard for confirmation before following Data’s orders to secure the alien vessel. His movements are jerky, uncertain—unlike his usual disciplined precision.

Goals in this moment
  • Enforce the game’s submission on Wesley to maintain ‘ship security’ (as dictated by the game’s influence).
  • Follow Data’s orders to secure the alien vessel, regaining a sense of purpose in the chaos.
Active beliefs
  • Obedience to the chain of command is paramount, even under hypnotic influence.
  • The alien game’s control is a temporary necessity for the *Enterprise*’s survival (a belief reinforced by the game).
Character traits
Physically overwhelming in obedience Disoriented by sensory disruption Quick to defer to chain of command (Picard, then Data) Struggling to reconcile his Klingon honor with hypnotic compliance
Follow Worf's journey
Supporting 2

Surface: Stunned, disoriented, and momentarily helpless. Internal: Likely a mix of frustration (at his inability to counter the game technologically) and relief (at being freed from its control).

Geordi is not explicitly shown in the scene until Data’s flashes disrupt the trance, at which point he stumbles back, hands raised to shield his eyes. His reaction is one of shock and disorientation, his usual technical precision replaced by a dazed confusion. As the lights return, he blinks rapidly, his fingers twitching as if instinctively reaching for a console—though he remains too disoriented to act immediately. His expression is a mix of relief and lingering hypnotic haze, his body language tense and uncertain.

Goals in this moment
  • Regain his technical focus to assist in countering the alien threat.
  • Support Data’s orders, using his engineering expertise to restore the *Enterprise*’s systems.
Active beliefs
  • The game’s influence is a technological vulnerability that must be neutralized.
  • His role as Chief Engineer requires him to adapt quickly to crises, even when disoriented.
Character traits
Technically instinctive but mentally disoriented Quick to react to sensory disruption Relies on Data’s leadership in the absence of his own clarity Physically reactive (twitching, blinking) as he regains his senses
Follow Beverly Crusher's journey

Surface: Stunned, disoriented, and momentarily vulnerable. Internal: Likely a deep empathy for Wesley’s suffering, coupled with shame at her own compliance under the game’s influence.

Deanna Troi is initially unseen in the scene but is implied to be present on the bridge, under the game’s influence. When Data’s flashes disrupt the trance, she stumbles back, hands raised to shield her eyes, her Betazoid senses overwhelmed by the sudden sensory assault. She blinks rapidly, her empathic abilities momentarily overwhelmed as she struggles to process the shift from hypnotic compliance to sudden freedom. Her expression is one of confusion and relief, though she remains disoriented as the lights return.

Goals in this moment
  • Regain her empathic clarity to assess the crew’s mental state post-trance.
  • Support Data’s efforts to restore order, using her insights to help the crew recover.
Active beliefs
  • The game’s influence has corrupted the crew’s emotions, and it is her duty to help them heal.
  • Her empathic abilities are a tool for understanding—and countering—the game’s effects.
Character traits
Empathically overwhelmed by the trance and its disruption Quick to react to sensory stimuli (due to her Betazoid heritage) Disoriented but adaptive in crisis Silent yet present—her reactions speak volumes about the crew’s collective state
Follow Deanna Troi's journey

Objects Involved

Significant items in this scene

5
Enterprise Bridge Turbolift Doors Three and Four

The bridge turbolift doors serve as a dramatic narrative device, framing Data’s entrance as a silhouette against the bright interior light. Their hiss as they open is the only sound in the sudden darkness, drawing attention to Data’s arrival. The doors function as a threshold between the infected bridge and the uncorrupted turbolift, symbolizing Data’s role as an external force of reason. Once the lights return, the doors remain closed, trapping the crew in their disorientation—until Data’s orders redirect their focus outward, toward the alien vessel.

Before: Closed, sealing the bridge in darkness after the …
After: Closed, with Data standing just inside the doorway, …
Before: Closed, sealing the bridge in darkness after the lights cut out.
After: Closed, with Data standing just inside the doorway, his palm beacon trained on the crew.
Enterprise Main Bridge Lighting System

The bridge lights play a crucial role in this event, first cutting out to plunge the room into darkness, then resuming under Data’s command. The sudden blackout heightens the tension, isolating the crew in their hypnotic state—until Data’s silhouette emerges from the turbolift, his beacon flashing like a beacon of reason. The return of the lights restores visibility but also exposes the crew’s disorientation, their faces a mix of confusion and relief. The lights symbolize the shift from illusion to reality, from control to freedom, and from addiction to clarity. Their fluctuation mirrors the crew’s mental state, oscillating between trance and awareness.

Before: Active, illuminating the bridge as the crew enforces …
After: Restored to normal illumination by Data’s command, casting …
Before: Active, illuminating the bridge as the crew enforces the game’s submission on Wesley.
After: Restored to normal illumination by Data’s command, casting a harsh light on the crew’s disorientation.
Enterprise Tractor Beam System

Though not physically present in this event, the tractor beam is invoked by Data as a tactical countermeasure. His order to Worf to ‘secure [the alien ship] with a tractor beam’ reframes the crew’s focus outward, redirecting their energy from internal conflict to external action. The beam symbolizes Data’s strategy: contain the threat (the alien vessel) to neutralize the source of the game’s influence. Its engagement marks a shift from defensive disorientation to proactive control, restoring the Enterprise’s agency in the face of the alien threat. The beam’s deployment is implied rather than shown, but its mention is a pivotal moment in reclaiming the ship’s authority.

Before: Inactive, though Worf is positioned to engage it …
After: Activated and locked onto the alien vessel, securing …
Before: Inactive, though Worf is positioned to engage it at Data’s command.
After: Activated and locked onto the alien vessel, securing it under the Enterprise’s control.
Palm Beacon

Data’s modified palm beacon is the countermeasure that shatters the game’s hypnotic control. Held aloft in the darkness, it emits erratic, blinding flashes of white light, disrupting the crew’s trance with sensory overload. The beacon’s design—compact, handheld, and improvised—highlights Data’s resourcefulness in a crisis. Its flashes are not just a tool but a symbolic act of resistance, cutting through the game’s illusion of control. The beacon’s effectiveness lies in its unpredictability, mirroring Data’s own unshakable logic in the face of chaos. After the event, it remains in Data’s grip, a ready weapon against further threats.

Before: Clutched in Data’s hand as he steps from …
After: Still active in Data’s grip, its light flashes …
Before: Clutched in Data’s hand as he steps from the turbolift, primed for use.
After: Still active in Data’s grip, its light flashes having served their purpose—though Data remains vigilant for further disruptions.
Mind-Control Game Device

The alien game’s hypnotic device is the central weapon of this event, a compact earpiece that Picard secures around Wesley’s ear with clinical precision. Its thin lasers lock onto Wesley’s pupils, projecting a game overlay that saps his strength and induces a pleasure-driven trance. The device’s design—small, unassuming, yet devastatingly effective—mirrors the insidious nature of addiction. Its activation marks the crew’s full submission to the game’s influence, turning them into enforcers of their own corruption. The device is deactivated when Data’s palm beacon disrupts the trance, though its psychological hold lingers in the crew’s disorientation.

Before: In Beverly’s possession, then handed to Picard, who …
After: Deactivated but still attached to Wesley’s ear, its …
Before: In Beverly’s possession, then handed to Picard, who activates it on Wesley.
After: Deactivated but still attached to Wesley’s ear, its influence broken but not fully erased from the crew’s minds.

Location Details

Places and their significance in this event

3
Main Bridge of the USS Enterprise-D

The bridge of the Enterprise serves as the primary battleground for this event, its familiar command hub twisted into a site of hypnotic submission and sudden liberation. The curved stations around the viewscreen, usually symbols of order and cooperation, become a stage for the crew’s dehumanizing obedience as they restrain Wesley. The turbolift doors hiss open to deposit Riker, Worf, and Wesley, then later frame Data’s dramatic entrance. The tactical console flickers with false readings, mirroring the crew’s corrupted state, while the viewscreen looms as a silent witness to their fall from reason. When the lights cut out, the bridge plunges into darkness, isolating the crew in their trance—until Data’s beacon flashes disrupt the illusion, restoring visibility and, with it, their senses. The bridge’s atmosphere shifts from oppressive control to chaotic disorientation, then to tentative order as Data takes command.

Atmosphere Initially: Oppressive, with a hollow, addicted calm. During the blackout: Disorienting, with flashes of blinding …
Function Battleground (central conflict zone) and symbolic space of institutional corruption/redemption.
Symbolism Represents the Enterprise’s moral and operational integrity—first compromised by the game, then reclaimed through Data’s …
Access Restricted to the infected crew and Wesley (a prisoner in their grip) until Data’s arrival.
The turbolift doors hissing open to deposit Riker, Worf, and Wesley, then later framing Data’s silhouette. The flickering tactical console, its screens betraying the crew’s corrupted state with false readings. The sudden blackout, plunging the room into darkness before Data’s beacon flashes restore visibility. The viewscreen, a silent witness to the crew’s fall and eventual redemption.
Bridge Turbolift (Turbolift Four, USS Enterprise-D)

The bridge turbolift serves as a narrative threshold, depositing Riker, Worf, and Wesley onto the bridge at the start of the event. Its doors hiss open, framing Wesley’s struggle as he is dragged into the command area. Later, the turbolift becomes Data’s entry point, its bright interior light silhouetting him as a dramatic figure against the darkness. The turbolift’s role is twofold: first, as a conduit for the infected crew’s arrival, and second, as a symbol of Data’s uncorrupted presence, arriving from outside the bridge’s hypnotic bubble. The narrow cabin offers Wesley a brief, futile moment of isolation before he is pulled into the crew’s grasp, while Data’s emergence from it marks the beginning of the counterattack. The turbolift’s hum during ascent underscores the tension, a mechanical heartbeat contrasting with the crew’s unnatural calm.

Atmosphere Tense and claustrophobic, with the hum of the turbolift amplifying the stakes of each arrival.
Function Entry/exit point (narrative device) and symbolic divider between corruption and reason.
Symbolism Represents the boundary between the infected crew and the uncorrupted outsider (Data). The turbolift’s light, …
Access Open to all, but Wesley’s brief isolation in the corridor underscores his vulnerability.
The hiss of the doors opening to deposit Riker, Worf, and Wesley, then later framing Data’s silhouette. The bright interior light of the turbolift, casting Data as a dramatic figure against the darkness. The hum of the turbolift during ascent, a mechanical counterpoint to the crew’s hypnotic calm.
Starboard Bow (Off the USS Enterprise)

Though not physically present in this event, the starboard bow off the Enterprise is invoked by Data as the target for the tractor beam. His order to Worf to ‘secure [the alien ship] off the starboard bow’ reframes the crew’s focus outward, redirecting their energy from internal conflict to external action. The starboard bow becomes a symbolic extension of the bridge, a tactical vector for reclaiming control. The alien vessel drifting in the void represents the source of the game’s influence, and its capture marks a decisive counterattack. The location’s mention, though brief, is pivotal—it shifts the crew’s narrative from victims of the game to active agents in its defeat. The starboard bow’s role is implied rather than shown, but its engagement is a critical step in restoring the Enterprise’s authority.

Atmosphere Cold and void-like, with the alien ship as a silent, drifting threat.
Function Tactical target (external threat neutralized).
Symbolism Symbolizes the external source of the crew’s corruption. Securing the vessel is not just a …
Access Open to the Enterprise’s tractor beam, but initially under the alien ship’s control.
The alien ship drifting in the void, a silent but menacing presence. The stars pinpricking the distance, framing the Enterprise as a lone defender against the threat.

Organizations Involved

Institutional presence and influence

3
Starfleet

Starfleet’s protocols and ideals are undermined by the alien game’s influence, turning the Enterprise’s crew into enforcers of their own corruption. The crew’s actions—restraining Wesley, activating the hypnotic device—directly contradict Starfleet’s principles of free will, consent, and the protection of its personnel. The organization’s institutional integrity is compromised, with the crew’s hypnotic compliance reflecting a failure of their training and values. Data’s intervention restores a fragment of Starfleet’s authority, as he issues orders in line with the organization’s defensive protocols (securing the alien vessel, raising shields). The event highlights the fragility of Starfleet’s ideals in the face of external threats, as well as the crew’s vulnerability to manipulation.

Representation Via the crew’s corrupted actions (enforcing the game’s control) and Data’s countermeasures (restoring operational protocol).
Power Dynamics Exercising authority over individuals (the crew) but being challenged by external forces (the alien game).
Impact The event exposes Starfleet’s vulnerability to psychological manipulation, forcing a reckoning with the limits of …
Internal Dynamics A fracture between the crew’s hypnotic compliance and Data’s uncorrupted logic, with Picard’s temporary deferral …
Maintain the Enterprise’s operational security, even at the cost of ethical compromises (a goal perverted by the game’s influence). Restore the crew’s free will and institutional integrity through decisive countermeasures (Data’s objective). Institutional protocols (Data’s orders to Worf, the use of the tractor beam). Collective action of members (the crew’s hypnotic obedience, then their disorientation and eventual compliance with Data’s commands).
USS Enterprise Crew (Under Risa Game Mind-Control)

The Enterprise crew, under the alien game’s influence, becomes a unified but corrupted force, acting with eerie synchronization to restrain Wesley and enforce the game’s submission. Their actions—dragging Wesley onto the bridge, securing the device, celebrating his defeat—reflect a collective loss of individuality, replaced by the game’s addictive logic. When Data’s beacon disrupts the trance, the crew’s unity shatters, their disorientation exposing the fragility of their hypnotic bond. The organization’s dynamic shifts from hypnotic obedience to chaotic recovery, with Data’s rapid orders redirecting their focus outward (securing the alien vessel). The crew’s internal tension—between their usual camaraderie and their forced compliance—becomes a microcosm of the larger conflict: the struggle between free will and control.

Representation Through collective action (restraining Wesley, following Data’s orders post-trance) and their physical presence on the …
Power Dynamics Operating under constraint (the game’s influence) but temporarily freed by Data’s intervention.
Impact The event reveals the crew’s vulnerability to external manipulation, forcing them to confront the ethical …
Internal Dynamics A breakdown in the usual hierarchy, with Picard temporarily deferring to Data, and the crew’s …
Enforce the game’s submission on Wesley to ‘protect’ the ship (a goal imposed by the game). Regain operational control and restore the Enterprise’s authority (Data’s directive, aligned with Starfleet’s values). Collective hypnotic suggestion (the game’s control over the crew’s actions). Data’s authoritative commands (restoring the crew’s agency and redirecting their focus).
Alien Game's Influence (Etana Jol's Control)

The Alien Game’s Influence is the antagonist force driving this event, manifesting through the crew’s hypnotic compliance. It dictates their actions—restraining Wesley, activating the submission device, celebrating his defeat—turning them into unwitting enforcers of its control. The game’s mechanism (the earpiece and lasers) is both a weapon and a metaphor for addiction, overriding the crew’s free will with pleasure-driven submission. Data’s modified palm beacon disrupts this influence, shattering the trance and freeing the crew from its grip. The organization’s power lies in its insidiousness: it exploits the crew’s trust in one another, using their bonds as a vector for corruption. Its defeat is not just tactical (securing the alien vessel) but psychological (restoring the crew’s agency).

Representation Via the crew’s corrupted actions and the game device’s physical presence on Wesley.
Power Dynamics Exercising absolute control over the crew, but vulnerable to external countermeasures (Data’s beacon).
Impact The event exposes the crew’s susceptibility to psychological manipulation, forcing a confrontation with the ethical …
Internal Dynamics A conflict between the game’s addictive logic and the crew’s usual values, with Data’s intervention …
Spread its influence through the Enterprise’s crew, turning them into addicted enforcers. Maintain its hold on Wesley as a means of consolidating control over the ship. Hypnotic suggestion (overriding the crew’s free will). Addictive pleasure (inducing compliance through the game’s overlay).

Narrative Connections

How this event relates to others in the story

What led here 5
Causal

"Etana's reveal leads directly to Picard and the crew's attempt to force the game on Wesley, highlighting the power dynamic shift and Wesley's desperate situation. Since Wesley did not appear to be corrupted, they decide to force the game on him."

Etana commands the Enterprise crew
S5E6 · The Game
Causal

"Etana's reveal leads directly to Picard and the crew's attempt to force the game on Wesley, highlighting the power dynamic shift and Wesley's desperate situation. Since Wesley did not appear to be corrupted, they decide to force the game on him."

Etana deploys the crew as distribution agents
S5E6 · The Game
Causal

"Picard forcing the game on Wesley is directly interrupted by Data's emergence from the turbolift, wielding a modified palm beacon that emits blinding flashes. Since Picard has just compromised the Bridge, Data realizes he must take action."

Wesley’s Forced Submission to the Game
S5E6 · The Game
Character Continuity

"Robin's betrayal of Wesley by revealing him to Riker and Worf highlights the pervasiveness and corrupting influence of the game, as even those seemingly resistant can fall under its sway. Wesley learns of people he will never trust."

Wesley’s Betrayal by Robin
S5E6 · The Game
Character Continuity

"Robin's betrayal of Wesley by revealing him to Riker and Worf highlights the pervasiveness and corrupting influence of the game, as even those seemingly resistant can fall under its sway. Wesley learns of people he will never trust."

Wesley’s Betrayal and Desperate Escape
S5E6 · The Game
What this causes 4
Causal

"Picard forcing the game on Wesley is directly interrupted by Data's emergence from the turbolift, wielding a modified palm beacon that emits blinding flashes. Since Picard has just compromised the Bridge, Data realizes he must take action."

Wesley’s Forced Submission to the Game
S5E6 · The Game
Causal

"Data stopping the crew with the palm beacon leads directly to Wesley revealing that he reconnected Data's positronic matrix, enabling Data to then to reveal his plan to use the optical bursts to break the crew's hypnotic control. They explain their reasons for why they did what they did and saved the ship."

Data and Wesley break mind-control addiction
S5E6 · The Game
Causal

"Data stopping the crew with the palm beacon leads directly to Wesley revealing that he reconnected Data's positronic matrix, enabling Data to then to reveal his plan to use the optical bursts to break the crew's hypnotic control. They explain their reasons for why they did what they did and saved the ship."

Picard reclaims command after mind-control crisis
S5E6 · The Game
Causal

"Data stopping the crew with the palm beacon leads directly to Wesley revealing that he reconnected Data's positronic matrix, enabling Data to then to reveal his plan to use the optical bursts to break the crew's hypnotic control. They explain their reasons for why they did what they did and saved the ship."

Picard logs Wesley’s return amid crisis aftermath
S5E6 · The Game

Part of Larger Arcs

Key Dialogue

"PICARD: You gave us quite a chase, Mister Crusher."
"BEVERLY: It's okay, Wesley. It doesn't hurt. You'll like it. I promise you..."
"DATA: Mister Worf, you will find a small alien ship off the starboard bow. Secure it with a tractor beam and raise our shields."