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Holodeck Lounge Simulation

Holodeck Two (Western Saloon Rage-Fantasy Simulation)

A **one-time** holodeck program in *Hollow Pursuits* (S03E21) designed as a **hyper-stylized western saloon** where Reg Barclay **physically overpowers holographic crew members** (Holo-Riker, Holo-Troi) to confront his **repressed rage**. The simulation **freezes** due to his aggression, symbolizing his **emotional breakthrough**. **Explicitly contrasted** with his **Pastoral Glade refuge** to highlight **confrontation vs. escapism**.
2 events
2 rich involvements

Detailed Involvements

Events with rich location context

S3E21 · Hollow Pursuits
Barclay’s Holodeck Meltdown: The Breaking Point of Fantasy and Authority

The holodeck’s recreation of Ten Forward is a surreal, clichéd battleground for Barclay’s psychological unraveling. Designed as a bad John Wayne movie, it’s overacted and exaggerated, with holographic patrons frozen in stiff, dramatic poses. The dim lighting, wooden bar, and scattered tables create a false sense of intimacy, but the artificiality is palpable—Holo-Guinan’s warning, the security hologram’s easy defeat, and the holograms’ lack of depth all underscore that this is not a real space. The location amplifies Barclay’s defiance by isolating him with his fantasies, but it also hints at instability (e.g., the freezing program when Geordi interrupts). The tense, charged atmosphere mirrors Barclay’s internal conflict, while the clichéd tropes (seductive Troi, cowardly Geordi) distort his perceptions of authority.

Atmosphere

A **tense, charged atmosphere**—**overacted and exaggerated**, like a **cheap Western**, but with an **underlying unease**. The **dim lighting** casts long shadows, while the **holographic patrons’ stiff poses** create a **surreal, uncanny valley** effect. The **sound of synthehol being poured** and **glasses clinking** contrasts with the **sudden violence** (Barclay flipping the security officer), making the space feel **unstable**. The **freezing of the program** at the end leaves a **silent, eerie stillness**, as if the holodeck itself is **holding its breath**.

Functional Role

A **fantasy battleground** where Barclay **acts out his repressed frustrations** without consequences—until Geordi’s com voice **shatters the illusion**. It serves as a **psychological pressure valve**, but its **clichéd nature** (e.g., seductive Troi, cowardly Geordi) **distorts his perceptions of authority**, making his **return to reality** all the more jarring.

Symbolic Significance

Represents **Barclay’s fragile escape from reality**, a space where he can **temporarily invert power dynamics** but where the **artificiality of the setting** (e.g., overacting, easy defeats) **undermines his triumph**. The location’s **instability** (freezing program) foreshadows the **real-world consequences** of his holodeck malfunctions.

Access Restrictions

Open to Barclay (as the program’s creator), but **holograms are bound by the simulation’s rules**—they cannot truly challenge him, only **play their assigned roles** (e.g., Holo-Riker as a weak authority figure).

Dim, **blue-tinged lighting** (holodeck default), casting long shadows. The **sound of synthehol being poured** into a shot glass, followed by the **clink of ice** (though synthehol doesn’t have ice). The **overacted dialogue** of holographic patrons, **mumbling in the background** like a **bad Western**. The **sudden **thud** of the security officer hitting the floor** after Barclay flips him. The **freezing of all holograms** when Geordi’s com voice interrupts, leaving an **eerie silence**.
S3E21 · Hollow Pursuits
The Fantasy Shatters: Duty Calls in the Wake of Rebellion

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 clichés and over-acting, amplifying Barclay’s defiance and the holograms’ stiffness. The tension peaks during the physical confrontation, then abruptly freezes as Geordi’s comm summons shatters the illusion.

Functional Role

Stage for Barclay’s cathartic rebellion and symbolic escape from real-world insecurities. It is a controlled environment where he can invert power dynamics, but its artificiality is exposed when reality (Geordi’s comm) intrudes.

Symbolic Significance

Represents Barclay’s desire to control his environment and relationships, but also the hollowness of his fantasy. The location’s clichéd nature underscores the emptiness of his escape, as even his triumphs feel rehearsed and unreal.

Access Restrictions

Restricted to Barclay’s holodeck program; only holographic figures (and Barclay himself) can interact within it. Real-world crew (like Geordi) cannot physically enter, though their voices (via comm) can disrupt the simulation.

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.

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