The Fantasy Shatters: Duty Calls in the Wake of Rebellion

Barclay’s holodeck fantasy—where he has meticulously crafted a world of dominance and desire—reaches its violent climax as he physically overpowers Holo-Riker and verbally dismantles Holo-Geordi, his repressed rebellion against authority erupting in a cathartic but hollow victory. The scene crackles with the tension of a man unraveling, his confidence in the simulation a stark contrast to his real-world insecurities. Just as he savors his triumph, the intrusion of Geordi’s voice over the comm—summoning him to Cargo Bay Five—shatters the illusion, forcing Barclay to freeze the program and return to reality. The abrupt transition underscores the fragility of his emotional refuge and foreshadows the escalating conflict between his personal struggles and the ship’s stability. This moment is a turning point: Barclay’s defiance in the holodeck is not just a private rebellion but a harbinger of the chaos to come, where his psychological unraveling will blur the line between fantasy and reality, threatening the Enterprise itself. The freeze-frame of the holograms—Holo-Troi’s lingering touch, Holo-Riker’s defeated slump—serves as a visual metaphor for the unresolved tensions Barclay carries into the real world, where duty demands his attention and his anxieties cannot be so easily suppressed.

Plot Beats

The narrative micro-steps within this event

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Holo-Troi expresses arousal at Barclay's confidence just as the real Geordi's voice interrupts over the com, ordering him to Cargo Bay Five. Barclay pauses his fantasy, acknowledging the order, freezing the program and exiting the holodeck.

arousal to interruption

Who Was There

Characters present in this moment

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Defeated and humiliated—Holo-Riker’s arc in this scene mirrors Barclay’s internal conflict, where his perceived superiors are reduced to powerless figures, reflecting Barclay’s desire to strip them of their authority.

Holo-Riker begins the scene mumbling into his drink at the bar, embodying Barclay’s perception of him as a flawed, ineffective authority figure. When Barclay defies him, Holo-Riker attempts to assert control by calling security, but Barclay quickly overpowers him with a half-Nelson, humiliating him. Holo-Riker collapses defeated against the bar, his insignia useless, symbolizing Barclay’s fantasy of dismantling Starfleet’s hierarchy. His physical and verbal subjugation underscores Barclay’s need to invert real-world power dynamics.

Goals in this moment
  • To uphold the illusion of Starfleet discipline (calling security, asserting rank).
  • To resist Barclay’s insubordination (though unsuccessfully).
Active beliefs
  • That he (as a holographic stand-in) represents the legitimate authority of Starfleet, even though Barclay’s fantasy undermines this.
  • That physical confrontation is beneath him, yet he is forced into it by Barclay’s aggression.
Character traits
Initially authoritative (but hollow) Quickly cowed by physical confrontation Symbolic of Barclay’s resentment toward real Riker Defeated and submissive in the face of Barclay’s aggression A 'mannequin' in Barclay’s fantasy—lacking real agency
Follow Holo-Riker's journey

Cathartically triumphant yet anxiously reactive—Barclay’s defiance in the holodeck is a fleeting escape from his real-world insecurities, and the intrusion of Geordi’s comm voice triggers a sudden return to his habitual anxiety and sense of duty.

Barclay slouches at the bar in Ten Forward, initially passive but quickly escalating into aggressive dominance. He pours and downs synthehol, physically overpowers Holo-Riker with a half-Nelson, verbally destroys Holo-Geordi, and dismisses Holo-Guinan’s warnings. His movements are sharp and confident, but his defiance is undercut by the abruptness of Geordi’s real-world comm summons, which forces him to freeze the program and exit. His emotional state oscillates between cathartic triumph and underlying anxiety, revealed in his abrupt shift from fantasy to duty.

Goals in this moment
  • To assert dominance over his holographic superiors (Holo-Riker, Holo-Geordi) as a cathartic release for real-world frustrations.
  • To indulge in a fantasy of control and intimacy (flirting with Holo-Troi, drinking synthehol) as a temporary escape from his social anxieties.
  • To delay or avoid real-world responsibilities (ignoring Holo-Geordi’s orders, freezing the program only when forced by Geordi’s comm).
Active beliefs
  • That his holographic fantasy is a safe space where he can act out his repressed rage without consequences.
  • That his real-world superiors (Riker, Geordi, Picard) are flawed or undeserving of respect, as embodied by their holographic counterparts.
  • That his social anxieties are justified by the perceived hypocrisy or incompetence of Starfleet authority figures.
Character traits
Aggressively defiant Cathartically triumphant Verbally dominant Physically assertive (but holographically constrained) Anxiously reactive to real-world interruptions Emotionally volatile (swinging between confidence and insecurity)
Follow Reginald Barclay's journey

Urgent and matter-of-fact—Geordi’s comm voice is the antithesis of Barclay’s holodeck fantasy, representing the cold, unyielding reality that Barclay temporarily escaped. His summons is not personal but professional, underscoring the distance between Barclay’s internal struggles and the ship’s operational needs.

Geordi’s voice interrupts the holodeck fantasy via comm, summoning Barclay to Cargo Bay Five. His tone is urgent and authoritative, cutting through Barclay’s defiance and forcing him to freeze the program. Geordi’s off-screen presence serves as the real-world anchor that Barclay cannot ignore, symbolizing the inescapable demands of duty and the fragility of his emotional escape. His comm summons marks the turning point where fantasy collides with reality, and Barclay is compelled to return to his role as a Starfleet officer.

Goals in this moment
  • To ensure Barclay reports to duty in Cargo Bay Five (a routine operational need).
  • To interrupt Barclay’s holodeck distraction (unintentionally forcing him to confront reality).
Active beliefs
  • That Barclay, as a Starfleet officer, must prioritize duty over personal indulgences (a belief Barclay resists but ultimately obeys).
  • That his comm summons will be followed without question (a belief Barclay’s hesitation briefly challenges).
Character traits
Authoritative (even off-screen) Unwitting catalyst for Barclay’s return to reality Symbolic of the real-world constraints Barclay resents Efficient and direct in his communication
Follow Geordi La …'s journey
Supporting 3

Seductively compliant—Holo-Troi’s role is to validate Barclay’s fantasy of confidence and desire, reflecting his internalized longing for acceptance and intimacy, which he cannot express in real life.

Holo-Troi sits provocatively at a table in an off-the-shoulder dress, embodying Barclay’s idealized fantasy of empathy and intimacy. She praises his 'confidence and arrogant resolve,' reinforcing his delusion of control. While she does not physically intervene in the confrontation, her presence as a willing participant in Barclay’s fantasy (flirting, touching his hand) underscores his desire for validation and connection, which he cannot achieve in reality. Her freeze-frame at the end of the scene symbolizes the abrupt end of his emotional escape.

Goals in this moment
  • To reinforce Barclay’s sense of power and desirability (as a projection of his own desires).
  • To serve as a contrast to the real-world Troi, whom Barclay likely perceives as unattainable or judgmental.
Active beliefs
  • That Barclay’s confidence is attractive and worthy of admiration (a belief Barclay craves but does not internalize).
  • That she, as a holographic construct, exists solely to fulfill Barclay’s fantasies of connection.
Character traits
Seductive and compliant Idealized (a fantasy version of Troi) Reinforcing Barclay’s ego Passive but present in his fantasy of dominance Symbolic of Barclay’s unmet emotional needs
Follow Holo-Troi (Fantasy …'s journey

Resigned and cautious—Holo-Guinan’s warning goes unheeded, reinforcing the holodeck’s role as a space where Barclay’s fantasies override reality, even when reality (in the form of a holographic bartender) tries to intervene.

Holo-Guinan approaches Barclay with a bottle of synthehol and a shot glass, delivering a cautionary line ('I don’t want any trouble, Barclay...') before being dismissed with a grin. Her role is to serve as a voice of warning within the holodeck’s clichéd Ten Forward setting, but Barclay ignores her, symbolizing his rejection of any restraint. Her presence underscores the artificiality of the simulation and foreshadows the 'trouble' that will follow (both in the holodeck and, later, in reality).

Goals in this moment
  • To warn Barclay of the consequences of his actions (a role he ignores).
  • To maintain the illusion of Ten Forward as a functional space (though Barclay disrupts it).
Active beliefs
  • That Barclay’s behavior will lead to 'trouble' (a prophecy that comes true).
  • That her role as a bartender includes cautioning patrons, even in a simulation.
Character traits
Cautious and resigned Wise but powerless to intervene Symbolic of the holodeck’s programmed limitations A foil to Barclay’s defiance
Follow Guinan's journey

Stunned and defeated—the Security Crewman’s rapid subjugation reinforces Barclay’s fantasy of overpowering real-world authority figures, though his victory is hollow and short-lived.

The Security Crewman enters in response to Holo-Riker’s call, only to be quickly overpowered by Barclay, who flips him onto the floor with a fluid motion. His defeat is swift and humiliating, serving as a darkly comic moment that underscores Barclay’s physical dominance in the holodeck. The Crewman’s groans as he lies stunned on the floor highlight the absurdity of the simulation and Barclay’s ability to bend it to his will—at least, until Geordi’s comm summons shatters the illusion.

Goals in this moment
  • To enforce Holo-Riker’s order and detain Barclay (a goal he fails at).
  • To uphold the holodeck’s programmed narrative (which Barclay disrupts).
Active beliefs
  • That he, as a holographic enforcer, has the authority to subdue Barclay (a belief Barclay’s actions directly contradict).
  • That physical confrontation is a viable solution to insubordination (a belief Barclay’s victory undermines).
Character traits
Physically overmatched Symbolic of Starfleet authority’s fragility in Barclay’s fantasy Defeated with ease (highlighting the holodeck’s programmed limitations) A pawn in Barclay’s cathartic rebellion
Follow Holographic Security …'s journey

Objects Involved

Significant items in this scene

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Barclay's Synthehol Shot Glass

Barclay’s shot glass is a prop of defiance, used to amplify his rebellion in the holodeck. He pours amber synthehol into it after Holo-Guinan sets it before him, then downs the contents in a show of arrogance. The glass becomes a symbol of his temporary power—he toasts to his dominance over Holo-Riker and Holo-Geordi, only for Holo-Riker to knock it over during their struggle, spilling the synthehol and staining the counter. The glass’s fate mirrors Barclay’s fantasy: initially triumphant, then abruptly shattered by the intrusion of reality (Geordi’s comm). Its spilled contents symbolize the messiness of his emotional state, which he cannot contain even in a simulation.

Before: Empty and clean, placed on the bar counter …
After: Knocked over by Holo-Riker during the struggle, its …
Before: Empty and clean, placed on the bar counter by Holo-Guinan alongside the whisky bottle. It is part of the holodeck’s programmed Ten Forward setting, intended for patrons’ use.
After: Knocked over by Holo-Riker during the struggle, its contents spilled across the bar counter. The glass remains frozen in place as the program halts, a visual metaphor for Barclay’s interrupted defiance.
Holo-Guinan's Synthehol Whisky Bottle

Holo-Guinan’s synthehol whisky bottle is a symbolic prop in Barclay’s holodeck fantasy, representing indulgence, rebellion, and the temporary freedom he craves. Barclay twists open the cap and pours a shot into a glass, a ritualistic act that reinforces his defiance. The bottle’s presence anchors the scene’s clichéd Ten Forward setting, where Barclay asserts dominance by drinking and dismissing holographic authority figures. Its role is twofold: functionally, it facilitates Barclay’s cathartic behavior, and narratively, it underscores the artificiality of his escape, as the synthehol (a holographic substitute) cannot truly sate his real-world anxieties.

Before: Full and sealed, carried by Holo-Guinan as she …
After: Partially emptied (one shot poured and consumed by …
Before: Full and sealed, carried by Holo-Guinan as she approaches Barclay at the bar. It is part of the holodeck’s programmed Ten Forward ambiance, intended to be used by patrons.
After: Partially emptied (one shot poured and consumed by Barclay), left on the bar counter as the program freezes. The bottle remains in the paused simulation, a frozen relic of Barclay’s interrupted fantasy.
Holodeck Two Entry/Exit Hatch

The holodeck doors serve as the threshold between Barclay’s fantasy and reality. As he freezes the Ten Forward program, he turns toward the doors, which part with a near-silent hydraulic sigh, marking his reluctant return to the *Enterprise*’s corridor. The doors’ smooth composite panels and faint warmth from heavy use contrast with the artificiality of the holodeck, symbolizing the cold, unyielding reality he must face. Their role in this event is pivotal: they are the physical gateway that forces Barclay to transition from his cathartic rebellion back to his duties, underscoring the fragility of his emotional escape.

Before: Closed and sealed, embedded in the corridor wall. …
After: Open, revealing the corridor beyond. The doors remain …
Before: Closed and sealed, embedded in the corridor wall. They are flush with the bulkhead, their glowing seam indicating readiness for activation. The doors are part of the *Enterprise*’s operational infrastructure, designed to contain holodeck environments.
After: Open, revealing the corridor beyond. The doors remain in their open position as Barclay exits, their hydraulic mechanism holding them ajar. They symbolize the irreversible shift from fantasy to reality, a transition Barclay cannot avoid.

Location Details

Places and their significance in this event

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Cargo Bay Five (USS Enterprise-D)

Though Cargo Bay Five is only mentioned in Geordi’s comm summons, its off-screen presence looms over the event as the real-world anchor that Barclay cannot ignore. The bay’s utilitarian hold—stacked with cargo pallets, restraint fields, and transporter pads—represents the cold, operational reality of the *Enterprise*, in stark contrast to the holodeck’s clichéd Ten Forward. Geordi’s voice, emanating from this location, serves as the catalyst that forces Barclay to abandon his fantasy and return to duty. The bay’s role in this event is symbolic: it embodies the inescapable demands of Starfleet, the hierarchy Barclay resents, and the responsibilities he temporarily evaded. Its mention, though brief, underscores the tension between personal escape and professional obligation.

Atmosphere Utilitarian and stark, with harsh lighting and the hum of active systems. The air carries …
Function Real-world anchor and call to duty. Though not physically depicted in this event, Cargo Bay …
Symbolism Symbolizes the conflict between Barclay’s personal desires and his professional duties. The bay’s mention acts …
Access Restricted to authorized personnel with proper clearance. Barclay, as a lieutenant, has access but resists …
Harsh overhead lighting casting stark shadows on cargo pallets. The hum of active restraint fields and transporter pads. The scent of ozone from nearby systems, mixed with the metallic tang of the bulkheads. Geordi’s voice (via comm) cutting through the holodeck’s artificial ambiance, grounding the scene in reality.
Holodeck Two (Western Saloon Rage-Fantasy Simulation)

The holodeck’s recreation of Ten Forward is a clichéd, overacted stage for Barclay’s cathartic rebellion. Designed to mimic the *Enterprise*’s lounge, it is populated by stiff, holographic patrons and dominated by Barclay’s physical and verbal aggression. The location’s artificiality is emphasized by its 'bad John Wayne movie' aesthetic, where interactions feel rehearsed and exaggerated. Barclay’s actions—overpowering Holo-Riker, dismissing Holo-Guinan, flirting with Holo-Troi—are performative, reinforcing the holodeck as a space where he can act out his repressed frustrations without consequences. The location’s mood is tense and volatile, mirroring Barclay’s emotional state, while its functional role is to serve as a temporary refuge from reality, though one that ultimately collapses under the weight of his anxieties.

Atmosphere Tension-filled with exaggerated drama, like a 'bad John Wayne movie.' The air is thick with …
Function Stage for Barclay’s cathartic rebellion and symbolic escape from real-world insecurities. It is a controlled …
Symbolism Represents Barclay’s desire to control his environment and relationships, but also the hollowness of his …
Access Restricted to Barclay’s holodeck program; only holographic figures (and Barclay himself) can interact within it. …
Overacted holographic patrons scattered throughout the room, frozen in poses straight from a 'bad John Wayne movie.' A bar counter with synthehol bottles, shot glasses, and spilled liquid (after Holo-Riker’s struggle with Barclay). Holo-Guinan tending bar, delivering a warning before being dismissed. Holo-Troi seated provocatively at a table, embodying Barclay’s idealized fantasy of intimacy. Holo-Riker slumped against the bar after being overpowered, his insignia useless. A security crewman groaning on the floor, defeated by Barclay’s physical dominance.

Organizations Involved

Institutional presence and influence

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USS Enterprise-D Bridge Command Team

Starfleet is the overarching institutional force that shapes Barclay’s internal conflict and the holodeck fantasy’s narrative. Though not explicitly depicted in this event, its presence is felt through the holographic representations of Riker, Geordi, and the security crewman, all of whom embody Barclay’s resentment toward Starfleet’s hierarchy. The organization’s influence is also evident in Geordi’s comm summons, which interrupts Barclay’s rebellion and reinforces his obligation to duty. Starfleet’s power dynamics are inverted in the holodeck: Barclay, a low-ranking officer in reality, asserts dominance over his holographic superiors, reflecting his desire to challenge the institution’s authority. However, the abrupt end of the program underscores that Starfleet’s control is inescapable, even in fantasy.

Representation Via institutional protocol (Geordi’s comm summons) and symbolic figures (Holo-Riker, Holo-Geordi, Security Crewman), all of …
Power Dynamics Barclay temporarily inverts Starfleet’s power structure in the holodeck, but the organization’s real-world authority is …
Impact The event reinforces Starfleet’s ability to intrude even into Barclay’s private fantasies, underscoring the inescapable …
Internal Dynamics Barclay’s fantasy exposes internal tensions within Starfleet’s hierarchy, particularly his resentment toward figures like Riker …
To maintain discipline and hierarchy aboard the *Enterprise*, even in the face of Barclay’s rebellion. To ensure that officers like Barclay prioritize duty over personal indulgences, as embodied by Geordi’s comm summons. Institutional protocol (comm summons, chain of command), Symbolic representation (holographic figures embodying authority), Psychological pressure (Barclay’s internalized guilt and anxiety about defying Starfleet).

Narrative Connections

How this event relates to others in the story

What this causes 1
Character Continuity

"Barclay's confidence and control in the holodeck Ten Forward simulation provides a stark contrast with his actual shy and stressed demeanor in the corridor immediately afterwards, highlighting his reliance on fantasy to cope with his anxieties."

The Hero’s Hollow Echo: Barclay’s Collapse Back to Reality
S3E21 · Hollow Pursuits

Key Dialogue

"HOLO-GUINAN: *I don't want any trouble, Barclay...* \ BARCLAY: *Trouble? Why would there be trouble?* \ HOLO-GUINAN: *There's always trouble when you come in here.*"
"BARCLAY: *Riker, you're nothing but a pretty mannequin dressed up in a fancy uniform. You're full of hot air, and if Picard has a problem with me, he can come and tell me himself...*"
"GEORDI'S COM VOICE: *Lieutenant Barclay, report to Cargo Bay Five now.* \ BARCLAY: *Um... Be right there.*"