What is the plot?

The episode opens with Ensign Gamble recording a personal log expressing his excitement about his first away mission. The Enterprise crew, including Gamble, Chapel, Dr. Korby, Spock, La'an, and others, arrive on a planet to explore ancient alien ruins that hint at technology related to resurrection or life and death. They enter a temple-like structure where communications are disabled.

As the team investigates, they discover a corpse embedded with a "memory stone" containing data. Gamble leans in for a closer look, but suddenly a glowing orb explodes in his face, causing severe injuries and burning out his eyes. He is immediately beamed back to the Enterprise for emergency medical treatment.

In sickbay, Dr. M'Benga attempts to use a regenerative visor to restore Gamble's vision, but the damage is too severe. M'Benga privately informs Captain Pike that Gamble's brain scans show zero activity, indicating he is clinically dead despite lying motionless. Later, Gamble unexpectedly speaks, but his behavior is strange and unsettling, as he reveals knowledge he could not possibly have.

Meanwhile, back on the planet, the away team realizes they have triggered a hidden trap. NJal, a local guide, becomes frightened and tries to flee but is vaporized by a beam of light as the temple doors seal shut, trapping the team inside a massive, multilevel chamber maze. The team is split across different chambers that appear identical but exist in different dimensions or time periods.

Chapel uses her DNA, which was taken upon entry, to try to open a door, but instead of leading out, it opens to another chamber. The team members find themselves separated into pairs or alone in these chambers. They manage to maintain communication across these different realities or times through their communicators.

Chapel and La'an find themselves alone in one chamber and contact Beto, Uhura, Spock, and Korby, who are each in similar chambers. The team deduces that the temple is a prison designed to contain parasitic creatures known as the Vezda, described as pure evil. The prison operates on multiple dimensional planes simultaneously, creating a complex maze that tests the crew with puzzles involving paradoxes, inverted causality, and blood-based DNA locks.

Back on the Enterprise, M'Benga continues to struggle with Gamble's condition. Despite multiple tests and attempts, Gamble's eyes do not regenerate, and it becomes clear that he is dead but somehow still alive, possibly possessed or controlled by a malevolent force linked to the alien orb.

The episode ends with the crew understanding the gravity of their situation: they have entered a sacred and dangerous place meant to contain an ancient evil. The trap nearly failed, and if even one parasite escapes, it could have catastrophic consequences. The team is left trapped in the temple's shifting realities, facing the threat of the Vezda and the mystery of Gamble's possession.

What is the ending?

At the end of Star Trek: Strange New Worlds Season 3, Episode 5, "Through the Lens of Time," the away team is trapped inside a massive, multilevel chamber maze after a deadly encounter with an alien memory stone. Ensign Gamble suffers a horrific injury that blinds him, and another crew member, Njál, is killed by a vaporizing beam. The team splits up into separate chambers, each isolated but able to communicate, as they try to find a way out. The episode closes on this tense cliffhanger, with the fate of the crew uncertain and the alien threat looming.


The ending unfolds in a sequence of intense, suspenseful scenes:

The away team, exploring an ancient alien site, discovers remains of aliens from centuries ago. Spock wants to leave, but Christine Chapel insists they stay to learn more. They find a corpse containing a "memory stone," a data orb. When Ensign Gamble examines it closely, the orb explodes, burning out his eyes instantly. He is rushed to sickbay, where Dr. M'Benga tries to use a special regenerator visor to restore Gamble's sight. However, something in Gamble's system prevents the visor from working, leaving him blind.

Meanwhile, Captain Pike orders the away team to return to the ship, but they find themselves trapped. Njál, upset by the situation, runs for the exit but is vaporized by a beam of light as the door seals shut behind him. The team realizes they are inside a vast, multilevel chamber maze with floodlights revealing their confinement.

The crew theorizes that the alien scanner recognizes Chapel's DNA, which is why she remains safe, but the others are vulnerable. Chapel uses her DNA to try to open a door, but it leads to another chamber instead. The team moves through the maze, but Chapel and La'an become separated from the others. They manage to contact Beto, Uhura, Spock, and Korby, who are each trapped in identical chambers, isolated but able to communicate.

The episode ends with the crew scattered in separate cells within the alien structure, facing an unknown threat and uncertain escape. Gamble remains blind and vulnerable in sickbay, Njál is dead, and the rest are trapped in the maze. The alien presence and the memory stone's power pose a continuing danger, setting up a tense and uncertain situation for the characters.

In terms of character fate at this episode's end:

  • Ensign Gamble is alive but blinded and unable to regain his sight due to the alien interference.
  • Njál is dead, vaporized by the alien security system.
  • Chapel, La'an, Beto, Uhura, Spock, and Korby are alive but trapped in separate chambers within the maze.
  • Captain Pike and the rest of the Enterprise crew are outside the maze, trying to find a way to rescue the away team.

This ending highlights the crew's vulnerability against an alien technology they do not fully understand and sets up a narrative of survival, teamwork, and the unknown dangers of exploration.

Is there a post-credit scene?

The episode "Through the Lens of Time," Season 3 Episode 5 of Star Trek: Strange New Worlds (2025), does have a post-credits scene. This scene features Spock and a character named Doug, with Spock displaying a giant grin, and includes a moment where Marie says, "listen up, ears!"

This post-credits scene is notable because it ties into Spock's ongoing character development, particularly his complex feelings about Vulcans and his trauma related to their treatment of him. The scene reflects Spock's perception of Vulcans and his internal struggles, which have been explored in previous episodes. The transformation or change hinted at in the scene is linked to Spock's understanding of Vulcan behavior and identity, making it emotionally and thematically significant rather than just a humorous or throwaway moment.

No other post-credits scenes or additional details beyond this Spock-Doug interaction are mentioned in the available sources.

What happens to Ensign Gamble after he is injured by the alien orb in the temple?

Ensign Gamble is severely injured when an alien orb explodes in his face, burning out his eyes. He is immediately transported back to the Enterprise for emergency care. Despite attempts by Dr. M'Benga to restore his vision using a regenerative visor, Gamble's brain scans show zero activity, indicating he is technically dead. However, Gamble later speaks, but exhibits signs of possession by a malevolent alien entity, suggesting that the being is using his residual memories to inhabit his body.

How does the away team become trapped inside the alien temple, and what challenges do they face?

The away team enters an alien ruin that is actually a prison for parasitic creatures. They inadvertently trigger a hidden trap that seals them inside a massive multilevel chamber maze operating on multiple dimensional planes. The team is split across different periods or realities within the structure, and their communicators still work between these realities. They face brain-bending puzzles, shifting environments, and the threat of the parasitic entities escaping containment.

What role does Chapel’s DNA play in the team’s navigation of the temple?

Chapel's DNA is used as a key to access certain doors within the temple. When the team is trapped, Chapel uses her blood to open a door, but instead of leading to an exit, it opens to another chamber. She and La'an find themselves alone in one chamber, while other team members are in separate but similar chambers. This suggests that the temple's security system recognizes her DNA specifically, allowing her limited access to different areas.

Who or what are the Vezda, and what threat do they pose?

The Vezda are ancient parasitic alien entities contained within the temple, described as pure evil and a significant threat if they escape. They are not identified as any known Star Trek species and seem to be a new, malevolent life form. The entity possessing Gamble refers to Pelia, the oldest crew member, as a 'child,' indicating the Vezda's ancient nature. Their containment was the purpose of the prison-like temple, and their potential escape could have catastrophic consequences.

What is the significance of the memory stone found in the alien corpse?

The memory stone embedded in the alien corpse contains data or memories from the deceased being. Gamble and Chapel investigate it, and it appears to be a form of alien technology related to life and death. The memory stone is part of the temple's complex system, possibly linked to the parasitic creatures and the prison's function. It provides clues about the alien species and the nature of the temple but also triggers the orb that injures Gamble.

Is this family friendly?

The episode "Through the Lens of Time" from Star Trek: Strange New Worlds Season 3 is generally family friendly but contains some mild elements that might be unsettling for very young children or sensitive viewers. Potentially objectionable or upsetting aspects include:

  • Mild violence and intense scenes involving alien creatures and ancient ruins, with some frightening alien faces and suspenseful moments typical of Star Trek's sci-fi adventure style.

  • Mild language such as "hell," "damn," and "heck" occasionally used in the series, though not excessive or strong profanity.

  • Some scenes with mild sexual content or intimate moments, but nothing explicit or graphic in this episode specifically.

  • Themes involving alien possession and dark secrets, which may be intense or eerie but not graphic or overly disturbing.

Overall, the episode maintains the classic Star Trek tone of adventure and mystery with mild sci-fi horror elements, suitable for older children and family viewing with parental guidance for younger or sensitive viewers.