We are only allowed to perform Save Clues on specific cards and in specific ways, as outlined in level 1. For example, we all agree that we must save 5's with number 5.
In some specific circumstances, the team will have only one clue available and multiple cards must be saved with a single clue. In this situation, to prevent losing the game (or losing a currently-playable card), it is permissible to Lie to the next player and perform a Fake Save (e.g. a non-legal Save Clue).
After a Fake Save, the player receiving the clue will mark their chop card as something other than what it really is. Thus, this move commits the team to giving a Fix Clue to repair the Lie at some point in the future.
For example, in a 3-player game:
Alice has 1 clue available.
Bob has a red 5 on chop, followed by a red 4. The other copy of the red 4 is in the discard pile, so there are two critical cards in a row.
Alice is not allowed to save the red 5 with a red clue, because then it would look like a Save Clue on a red 4.
However, if Alice clues number 5 to Bob, then he will discard the red 4.
Thus, Alice performs a Fake Save on both red cards by cluing red.
Bob will mark his chop as the red 4, so the team will have to give him a number 5 clue as a Fix Clue at some point in the future. At that point, Bob will be surprised, but he will be able to retroactively see that Alice was in a very tight spot and had to give a Fake Save.
Fake Saves are only allowed as a last resort. If there is some other line that would "work", then players must use the other line. Because of this, Fake Saves are extremely rare.
Saving Playable Cards when the Preceding Cards Are Not Promptable
Often times, a player will have two similar clued cards in their hand with the leftmost being unplayable and the rightmost being playable. In this situation, the other members of the team cannot use a Prompt to "get" the cards, since the leftmost would misplay.
For example, in a 3-player game:
Red 1 is played on the stacks.
Earlier on in the game, Bob was given a 2 Save clue. Now, he has a playable red 2 on his slot 5 and an unplayable blue 2 on his slot 4.
Cathy has a red 3 on her chop.
If Alice clued the red 3 in Cathy's hand, Bob would be Prompted for slot 4, and blue 2 would misplay.
In this example, Cathy's red 3 is in danger of being discarded soon, so Alice is in a rough spot. From Save Principle, Alice is expected to not let the playable red 3 get discarded. But cluing the red 3 would cause Bob to misplay the valuable blue 2.
Players in this kind of situation will generally solve it in two ways:
Two players can work together. One player can give a Tempo Clue to the unpromptable card, and the other player can give a Play Clue to the next card.
Alternatively, one player can give a Tempo Clue to the unpromptable card and assume that the player with the next card will give some clue. Later on, someone can clue the next card.
If the next player will not immediately misplay, then sometimes you can give the Play Clue to the next card first.
The other players on the team are expected to realize what is going on and help out by immediately giving a Fix Clue to the Prompted player before they misplay.