Ghost in the Machine
Résumé
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The crew unsuccessfully uses the holodeck to simulate attempts to warn the Dauntless of the virus. They are then trapped inside their own personal holodeck simulations: Zero's detective story, Jankom's street fighting simulation, a jazz club program for Murf, and an amalgam of Dal's pirate simulation and Rok's virtual pet game. Zero deduces that by not completing the simulations they can escape, and the crew are able to end the program. Hologram Janeway is revealed to have trapped them in the holodeck, acting under a secret subroutine programmed by the construct to keep them distracted until they reach Federation space.
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