(This is part of my journey going checking out Star Trek 25th Anniversary. You can follow the entire series on the Retro Gaming page.)
One interesting thing about Star Trek 25th Anniversary is that even though it’s split into six or seven episodes, there are a few running threads that connect some of them. One of these threads is the Elasi pirates, who make a return in Another Fine Mess.
I kind of wish they didn’t make a mess, because after I interrupt them beating up a scout vessel, I have to fight two of them off. Did I mention how much I hate the ship combat parts of this game? I did a bit of poking around, and one suggestion was given to put the ship in full reverse which makes targeting more difficult. That seemed to work and I chased the pirates away…
…only to come into contact with Harry Mudd. Mudd was one of the few recurring guest stars in Star Trek TOS, having been in two episodes as a sort of comedic merchant. He’s kind of the Q to Kirk’s Picard, for TNG fans.
Harry is on board a derelect vessel, up to no good, no doubt. Kirk and the away team beam over to see what’s what.
Mudd says that he’s been taking items off this derelect as his rightful salvage (which Kirk reluctantly backs up), but after selling them, the Elasi pirates began to gun for him for reasons unknown. So time to investigate the ship and see what riled these pirates!
Spock and Kirk find an alien weapon system that’s activated by a toddler’s triangle pad, so naturally they try to unhook the thing, carry it over to the Enterprise, and jury-rig that puppy to become the baddest starship in the whole darn sector. Too bad that communication to the Enterprise seems to have been jammed.
Yes, I think it’s fair to say that these aliens have a full-on triangle fetish. Also, doesn’t that view screen look like the side panel of a TIE fighter? Spock notes that the aliens really like the number six (and 3, and 12), which now makes me feel like I’m on an episode of Sesame Street.
After some good ol’ fashioned tricorder computer hacking, Spock and McCoy find out more information on the aliens, get control of the ship, and find plans to a weapon booster. The aliens have six eyes and six fingers, which seems like descriptive overkill. McCoy says that with those eyes they have 360 degree vision, which I would like to debate since all of the eyes are in the front of the alien’s head. Magic eyes, perhaps?
Meanwhile, Mudd’s been up to no good. He tries to take a vial from the alien sickbay but drops it, releasing a gas that drives him psychotic. Even his head does a full-on Exorcist turn. It takes Spock to nerve pinch him into unconsciousness, after which McCoy patches him up.
With some new weapon tech (which Scotty ties into the Enterprise’s photon torpedoes) and data on the alien race, the away team returns and heads away victorious.