
| SEASON TWO |
THE SIEGE
PART 3
Original air date: July 15,
2005
Rescued from a near-fatal encounter with the Wraith, Lt. Aiden Ford
(Rainbow Sun Francks) receives medical care at the Atlantis base.
However, his abnormally quick recovery leads Dr. Beckett (Paul McGillion)
to worry that the Wraith who attacked Ford may have injected him
with a harmful enzyme, causing long-term and unpredictable damage.
Meanwhile, as the Wraith’s
siege of Atlantis rages on, Sheppard (Joe Flanigan) finds himself
surrounded by the enemy. He is rescued by the timely arrival of
Colonel Steven Caldwell (Mitch Pileggi), commander of the Daedalus.
Launched from Earth and sent in to assist the Atlantis team during
battle, the Daedalus helps to defeat the Wraith’s first wave
assault on the city.
Their relief is short-lived,
however. The team soon learns that the Wraith are planning the next
wave of their onslaught -- an entire fleet is about to descend on
the city. With a little over a day before the assault, Dr. Weir
(Torri Higginson) realizes that the Daedalus will not be enough
to fight the Wraith's forces. McKay (David Hewlett) devises a drastic
plan – but there may not be enough time to perfect the complicated
technology his plan requires before the Wraith arrive.
|
THE
INTRUDER
Original air date: July 22,
2005
When a scientist is killed in the Daedalus' computer room, McKay
(David Hewlett) first believes the poor circuitry is at fault. However,
when another scientist is killed while investigating the death,
McKay begins to suspect that someone – or something –
is deliberately planning these breakdowns.
Soon after, McKay is alerted
to a virus on one of the ship's computers. When he runs its code
through a translator, he is shocked to discover that it is written
in Wraith. Even worse, he learns that the virus has the ability
to re-write itself, making it seemingly impossible to conquer. Realizing
that the program’s capability to mutate has virtually given
it a mind of its own, McKay worries that the Wraith may use the
virus to take control of the ship – with potentially deadly
results.
As feared, the virus’
artificial intelligence soon takes control of the Daedalus’
auxiliary ships, and the crew becomes increasingly powerless to
defend themselves. Fearing that the Wraith will use the Daedalus'
advanced features to attack Atlantis, McKay and Sheppard (Joe Flanigan)
race against the clock to counteract the virus before the Wraith
turn the Daedalus’ advanced technology against the city.
|
RUNNER
Original air date: July 29,
2005
When a routine, off-world science mission comes across a mutilated
Wraith carcass, the team suspects Ford may be involved. Intrigued,
they split into teams to investigate. Teyla (Rachel Luttrell) and
Sheppard (Joe Flanigan) encounter Ronon Dex (Jason Momoa), a fierce
warrior who survived a battle with a Wraith seven years earlier
and has been on the run ever since.
When Dex reveals to Teyla and
Sheppard that Ford (Rainbow Sun Francks) has taken up residence
on the planet, they enlist his help to locate their friend. The
duo hope to rehabilitate Ford to his former state.
McKay (David Hewlett) eventually
stumbles upon the increasingly incoherent and maniacal Ford, and
tries to reason with his former colleague and friend. However, McKay
begins to see how far gone Ford has become -- addicted to the enzyme
injected in him by the Wraith who attacked him, Ford has been brutally
killing Wraith to get a fix of the solvent. Reluctantly, McKay and
the rest of the crew must face the realization that they may never
be able to save Ford from what he has become.
|
DUET
Original air date: August 5,
2005
During an investigation of a planet leveled by a Wraith attack,
McKay (David Hewlett) and new security team member Lt. Laura Cadman
(Jamie Ray Newman) are transported aboard a Wraith Dart, which subsequently
crashes. Unfamiliar with the Wraith technology, Atlantis scientist
Dr. Zalenka (David Nykl) is only able to transport McKay out of
the rubble. Cadman’s body is nowhere to be found. Zalenka
believes that she is still trapped inside the Dart, until McKay
claims to hear her voice – coming from inside his own head!
It seems that Zalenka's experiment, rather than saving the two separately,
caused them to unite – and Cadman must remain inside of McKay's
head until Zalenka can figure out a way to separate the pair.
Meanwhile, as Ronon Dex (Jason Momoa) settles in at Atlantis, he
shows off his impeccable fighting skills during arsenal training.
Impressed, Sheppard (Joe Flanigan) implores Weir (Torri Higginson)
to put aside her reservations about the newcomer and consider allowing
Ronan to join the Stargate Atlantis team.
|
CONDEMNED
Original air date: August 12,
2005
When the Atlantis team sets out to a distant planet, they land on
a small island off the main coast and are attacked by a group of
savages. Barely escaping the island with their lives, the team is
rescued by one of the planet's security vessels and brought to the
considerably more civilized mainland.
Once safely on shore, the team
learns that the island had been set aside for the banishment of
prisoners and is susceptible to Wraith attacks. The rest of the
planet, however, is immune to such Wraith assaults. Intrigued by
this, as well as by the planet's unconventional energy source, the
team tells Weir (Torri Higginson) of their discovery. However, when
Weir arrives on the planet to investigate further, she begins to
suspect that the mainland's idyllic environment may be the result
of a sinister pact between the planet's leader and the Wraith.
|
TRINITY
Original air date: August 19,
2005
While doing standard recon on a planet thought to have been destroyed
by the Wraith long ago, the team finds an Ancient structure standing
intact amidst the ruins. After some investigating, they discover
that the monolith served as a military research facility where the
Ancients worked to develop an advanced method of harnessing energy.
When the Wraith attacked before the project could be completed,
the underdeveloped technology malfunctioned and destroyed the civilization.
McKay (David Hewlett) theorizes
that if the powerful technology is fully developed, it could serve
as a potent source of energy for Atlantis. Hope turns to fear, however,
when McKay's first attempt at reviving the energy source results
in the death of one of the Atlantis scientists.
Despite the team's apprehension,
a determined McKay insists on moving forward with finishing the
project. But can McKay unravel the intricacies of the Ancients'
technology without putting himself and Sheppard in mortal danger?
|
INSTINCT
Original air date: August 26,
2005
On an unexplored planet, Sheppard, McKay, Teyla and Ronon hike into
a village at dusk. The startled inhabitants insist that they spend
the night. Apparently, after darkness falls, a mysterious killer
stalks the area, sucking the life from its victims. Sheppard and
his team instantly guess what they're dealing with: a Wraith.
Sure enough, a leading villager,
Goran, explains that a spaceship crashed near the village ten years
ago. Frightened, the villagers tried to kill all the crash survivors,
but one survived and began to feed. Two years later, Goran's own
son vanished into its clutches.
As morning dawns, Sheppard and
his team head into the forest to track down the Wraith, but they're
in for a surprise. The trail leads into a cave, where a young female
Wraith cowers in a candlelit laboratory. She lives there with a
human scientist named Zaddik, who begs the team not to kill his
"daughter."
Zaddik claims that he helped
in the massacre ten years ago, but when he found a young Wraith
child, he couldn't bear to kill her. Instead, he brought her to
this cave, where he has hidden her ever since. He has even developed
a serum that he believes allows his adopted daughter, Ellia, to
survive without feeding on humans. The two love each other, and
they dream of a day when Ellia can be accepted in the village.
Sheppard doesn't let down his
guard. A Wraith has been killing villagers, and this girl is definitely
a Wraith. Still, he brings in Dr. Beckett to test Zaddik's serum.
Beckett arrives with an experimental retrovirus that has the potential
to remove a Wraith's alien DNA, leaving behind only human genetic
material. It's not finished yet, but someday, perhaps Ellia can
fulfill her dream of living as a human.
While Ellia remains at the cave,
another villager is murdered. Forced to conclude that Ellia was
not the only Wraith to survive the crash, Sheppard sets out with
Teyla and Ronon to hunt down the second Wraith.
Unfortunately, Ellia harbors
more deadly secrets than anyone guesses. Desperate for acceptance,
she risks injecting herself with the retrovirus — without
Beckett's permission. The untested drug strips away her human side.
With Ellia transformed into a mindless monster, Sheppard's team
now must confront two killers.
|
CONVERSION
Original air date: September
9, 2005
Having been savagely bitten by the Wraith girl Ellia, Sheppard hurries
back to Atlantis for medical treatment. Both he and Dr. Beckett
are shocked, however, when they realize that the wound has vanished.
Sheppard's arm is completely free of any trace of the bite.
Beckett starts running tests.
While waiting for the results, Sheppard goes on a run with Ronon
— and beats him without breaking a sweat. Then Sheppard spars
with Teyla, and beats her easily, too. His strangely high spirits
overwhelm him and he suddenly kisses a very surprised Teyla —
which is when Beckett calls him back to the infirmary.
Sheppard has been infected with
the Wraith retrovirus that Ellia was carrying. Beckett hopes that
the substance will break down harmlessly in Sheppard's body, but
he can't be sure. Weir orders Sheppard to stay in Atlantis and report
for check-ups every six hours until they have more definitive answers.
That night, a strange, scaly
patch appears on Sheppard's arm. Dr. Beckett confirms what Sheppard
himself already fears: The retrovirus is at work, transforming Sheppard
into a mindless Wraith. As Weir reluctantly reassigns Sheppard's
duties to Col. Caldwell, Sheppard finds himself confined to the
infirmary, facing a doomed struggle to preserve his sanity.
Beckett's team devises a risky
solution: theoretically, they can inject Sheppard with Iratus bug
stem cells programmed with human RNA. The catch is that someone
will need to collect live Iratus eggs — and Iratus bugs are
lethal killers, just like the Wraith who evolved from them.
Sheppard asks Weir to let him
lead this dangerous mission. She refuses. In furious frustration,
he slams his fist through a glass window — proving, to his
dismay, how much self-control he has already lost.
Leaving him behind, McKay, Teyla,
Ronon and Beckett take a team to the Iratus bug homeworld. There,
they venture into a cave to find the creatures' nest. The place
is swarming with bugs. As Beckett tries to steal an egg, the bugs
attack. Two men are killed before the team can escape — without
the eggs. A second attempt is unthinkable.
Sheppard's transformation grows
worse. In another day, he'll be gone forever. Seeing no hope, his
friends struggle to accept defeat — but Sheppard himself might
hold the key to his own salvation.
|
AURORA
Original air date: September
23, 2005
When Atlantis's deep-space sensors detect the Aurora, an ancient
Atlantian warship, at the edge of the galaxy, Sheppard's team wastes
no time hitching a ride to it aboard the Daedalus. Upon their arrival,
they encounter a Wraith scout ship. They destroy the scout before
it can cause trouble — or so they hope.
Sheppard leads his team onto
the derelict warship, where they discover hundreds of crew members
frozen in stasis pods. Although technically alive, the Atlantians
are thousands of years old, and their aged bodies can't survive
the defrosting process. Still, there might be a way to talk to them:
McKay discovers that all the pods are linked by an active neural
interface, allowing the crew to coexist with each other in a virtual
environment.
Eager to chat with these survivors
from the distant past, Sheppard enters an empty stasis pod and McKay
connects him to the interface. Sheppard immediately finds himself
aboard a fully powered Aurora. To his surprise, the Atlantians there
treat him like an intruder and toss him in the brig.
The Aurora's captain is intrigued
by Sheppard's story, but doesn't remember entering a stasis pod,
doesn't believe that his world is a computerized fiction, and certainly
isn't convinced that 10,000 years have passed. Instead, he and his
single-minded first officer apparently believe that they're still
in their own time. They're racing to upgrade their ship's hyperdrive
engines so they can reach Atlantis quickly and deliver vital intelligence
about a critical weakness in the Wraith's defenses.
Back in the real world, the
Daedalus's sensors spot two Wraith cruisers heading their way. They'll
arrive in just over an hour. Then Ronon and Teyla make an even more
chilling discovery: One of the stasis pods contains a Wraith. He
has hacked into the neural interface and must be posing as a crewmember
within the virtual environment.
McKay enters the virtual world
and warns Sheppard of the impostor. The two must win the captain's
trust and root out the Wraith, and not just to save themselves.
After all, by spying on the hyperdrive modifications, the undercover
Wraith can learn how to build much faster intergalactic ships. If
Sheppard and his team can't stop this virtual espionage, the Wraith
will soon be able to travel between galaxies and attack the richest
feeding ground of all — Earth.
|
THE LOST
BOYS
Original air date: September
23, 2005
While exploring a new planet, Sheppard, McKay, Teyla and Ronon are
ambushed by a group of men armed with Wraith stunners. They awaken
to find themselves prisoners in a cave, where they discover the
mastermind behind the attack: Lt. Aiden Ford.
Ford was last seen being captured
by a Wraith dart after overdosing on a powerful Wraith enzyme. Now,
Ford invites his former teammates to enjoy a meal while he tells
them how his enzyme-enhanced abilities allowed him to escape. Since
that time, he has recruited a group of followers, all of whom are
willingly addicted to the drug.
To the team's horror, Ford then
announces that Teyla, McKay and Ronon's meals are laced with the
enzyme. Determined to prove that the enzyme is both safe and useful,
Ford intends Sheppard's team to be his living evidence, and he expects
Sheppard, who remains free of the drug, to be his witness.
Sheppard and his team, of course,
immediately try to escape, but Ford has removed vital control crystals
from the local stargate's dialing device, rendering it useless.
Thus, even though McKay, Teyla and Ronon will soon feel the first
effects of drug addiction, they see no choice but to play along
with Ford's insanity — for now.
To show off the abilities of
his men, Ford orders Sheppard and Teyla to accompany a guerrilla
team on a raid of a Genii outpost. While Sheppard and Teyla witness
the brutish tactics of Ford's men, McKay explores the cave's impressive
laboratories. Afterwards, confident that his former teammates are
impressed by his accomplishments, Ford reveals that he needs their
help with a special mission: the destruction of a Wraith hive ship.
He has captured a Wraith dart
that can land his strike force on a passing hive ship, allowing
them to plant explosives. First, though, McKay must repair the dart,
and then Sheppard — the only pilot — must fly it. Sheppard
is sure the audacious plan is too risky to succeed, but, hoping
to fly the dart back to Atlantis instead, he and McKay cooperate
with Ford.
Unfortunately, Ford anticipates
just such an escape attempt: Immediately before the mission, he
orders McKay to remain behind as a hostage, to be killed unless
Sheppard obeys his orders. Seeing no more alternatives, Sheppard
— with Teyla, Ronon, and Ford's strike team on board —
embarks on the mission. He's sure it's doomed ... and he's not wrong.
|
THE HIVE
Original air date: January 6,
2006
Captured by the Wraith, Sheppard (Joe Flanigan), Teyla (Rachel Luttrell),
Ronon (Jason Momoa) and Ford (Rainbow Sun Francks) are being held
hostage
aboard a hive ship. As the team desperately searches for some means
of escape, they are shocked to discover a coalition of Wraith followers
on board the ship.
McKay, who is still stranded
on Ford's planet, soon realizes that the team has been captured.
In order to escape the planet, he comes up with an unconventional
plan: he injects himself with a massive amount of the dangerous
Wraith enzyme. The drug provides him with brute strength, and after
knocking the guards that surround him unconscious, he is able to
dial the gate and leave the planet. When he arrives on Atlantis
completely incoherent, Dr. Weir (Torri Higginson) and Dr. Beckett
(Paul McGillion) put him under immediate medical supervision.
Once recovered, McKay is able
to calculate the location of the ship upon which the team is stranded.
As tensions rise on the hive ship between the Wraith and the Atlantis
team, he and Caldwell (Mitch Pileggi) must devise a plan to bring
the rest of their team to safety.
|
EPIPHANY
Original air date: January 13,
2006
n a new planet, Sheppard, McKay, Teyla, and Ronon discover an intriguing
portal in a mountainside: an opaque force field surrounded by Ancient
text. After inserting a camera through the field to check for danger,
Sheppard decides to enter the portal himself. The instant he begins,
however, he feels terrible pain. His teammates struggle to pull
him back out, but the portal inexorably sucks him through.
After Sheppard vanishes, McKay
makes a chilling discovery: The camera, which was only inside the
portal for a few minutes, recorded hours of footage. Time runs much
more quickly on the other side of the barrier; Sheppard could already
be starving to death. McKay, Ronon, and Teyla quickly toss all their
supplies through the portal. Then McKay departs for Atlantis to
get help — before Sheppard dies of old age.
Indeed, inside the portal, days
have passed. Trapped in a cave without food, water, or word from
his team, Sheppard is discouraged. The arrival of the supplies helps,
but when more days pass with no further contact, he's forced to
seek food elsewhere. He discovers that, on the other side of the
immense mountain range above him, the cave opens into a verdant
valley. Unexpectedly, a man races up to him, shouting frantically
about a beast. Then the beast — a semi-invisible monster —
attacks them both, knocking Sheppard unconscious.
He awakens in a tranquil village.
The man, Avrid, and his sister, Teer, explain that the Ancients
created this valley as a place for people to meditate on spiritual
truths and, eventually, Ascend to a higher plane of existence. To
Sheppard's horror, they add that, except by Ascending, no one can
leave the valley. Ever.
Weeks turn into months as, with
Teer's help, Sheppard struggles to adapt to his new life. Then,
one day, the mysterious beast attacks the village. To Sheppard's
disgust, the villagers hide, leaving him to face the creature alone.
He barely survives. Feeling abandoned by his teammates and now by
the passive villagers, the deeply frustrated Sheppard tries to make
his new friends understand that Ascension won't mean much if they're
mauled to death before they can achieve it. Teer confidently responds
that her lifetime of spiritual practice has given her precognitive
abilities. She has foreseen that Sheppard will defeat the beast
and lead her people to Ascend.
Sheppard has serious doubts.
He can't defeat the supernatural monster alone, and Ascension isn't
really his thing. Luckily, though he doesn't know it, his teammates
are on their way — with just one small catch: They could be
years too late.
|
CRITICAL
MASS
Original air date: January 20,
2006
On Earth, a galaxy away from Atlantis, Gen. Landry receives intelligence
that The Trust, a group of conspirators controlled by the evil Goa'uld,
have learned of the Ancient city and sent an undercover operative
there to plant a bomb. Details are sketchy, but any use of Atlantis's
stargate to dial Earth will somehow trigger the explosion.
The moment that Earth relays
this news to Atlantis, Dr. Weir orders both the stargate and the
city's main power source, a ZPM, shut down. She also orders the
absent starship Daedalus to return, because the bomber might be
trying to escape aboard it.
In the midst of this intense
search for both bomb and bomber, the city's distress beacon activates.
Before McKay can shut it off, it catches the attention of two Wraith
cruisers, who head straight for Atlantis. If they discover that
the city still exists, they will attack immediately. To prevent
such a catastrophe, McKay prepares to reconnect the ZPM and use
its power to cloak the city from view.
Meanwhile, Teyla finds herself
occupied with a very different concern. Charin, her beloved adopted
grandmother, is seriously ill. Although Charin urges Teyla to accept
her death as inevitable, Teyla begs Dr. Beckett to heal her friend.
When he explains that he can save Charin's life by installing a
pacemaker for her heart, Teyla is elated, but the old woman reiterates
her desire to die a natural death and gently orders Teyla to respect
her wishes.
With the exception of this private
grief, suspicion is consuming the city. McKay suspects that Lt.
Cadman, a demolitions expert, is the saboteur. Weir suspects Dr.
Kavanagh, a disgruntled scientist. For his part, Kavanagh suspects
Dr. Zelenka, who is off-world on a conveniently timed mission. Weir's
suspicions carry the most weight, however, so the investigation's
focus settles on the prickly and defensive Kavanagh.
Then McKay discovers that no
actual bomb exists. Instead, the saboteur has removed the failsafes
from the ZPM, so that it will overload in a massive explosion as
soon as it emits any significant amount of power. The saboteur has
been trying to provoke them into dialing Earth or cloaking the city
— either of which will cause an overload.
But the Wraith are closing in.
In desperation, McKay shuts down as many secondary systems as possible
and activates the cloak. As the power usage levels inch toward critical,
Weir considers torturing Kavanagh for answers, and Charin hovers
near death. Atlantis teeters on the brink of destruction, though
whether it will come from without or from within remains to be seen.
|
| GRACE
UNDER PRESSURE
Original air date: January 27,
2006
During the first test flight of a Puddle Jumper that Dr. Zelenka
has repaired, the small ship abruptly crashes and sinks into Atlantis's
ocean with Dr. McKay and the pilot, Griffin, on board. Moments later,
mounting water pressure cracks the Jumper's windshield. Griffin
sacrifices himself to seal a horrified McKay into the relative safety
of the windowless rear compartment, seconds before the windshield
gives way.
McKay is now utterly alone —
and still sinking. He manages to activate an emergency beacon, turn
up the heat, and fix the carbon dioxide scrubbers. Every action
he takes, however, costs power — power he desperately needs
to stay alive. He's already close to panic when a strange whale-like
creature starts taking an interest in the Jumper.
But the creature's swimming
gives McKay an idea. If he can power up the Jumper's drive pods,
perhaps they can propel him to the surface. Suddenly, however, an
unexpected visitor joins him: Col. Carter, from SG-1. McKay, shocked,
accuses her of being a hallucination, and she cheerfully agrees.
The concussion he received in the crash, plus the stress he's been
under since, has provoked his subconscious to summon this unusual
form of help.
Unfortunately, McKay and Carter
— or McKay and his subconscious — have a fundamental
difference of opinion. He believes he must risk activating the drive
pods, while Carter argues that this will only waste the last of
his precious power. She wants him to remain calm and trust his teammates
to rescue him. McKay, by contrast, blames Zelenka for the crash
and has no confidence in the Atlantis team's ability to save him
— especially without his genius to help them out. As water
starts leaking into the Jumper, he insists on pursuing his risky
plan.
On the surface, however, Zelenka
has worked tirelessly to narrow down the Jumper's probable location,
and now has joined Sheppard on a second Jumper for a dangerous rescue
mission. He modifies the Jumper's cloak to act as a tenuous shield
against the water pressure as Sheppard submerges the vehicle and
begins the search.
McKay defies Carter's advice
— and her creative attempts to distract him — and fires
up the drive pods. They activate briefly and then die, proving Carter
right and leaving McKay with barely enough power for another half
hour. His survival is now up to his friends — and only his
hallucination believes they're really on their way, let alone that
they can arrive in time.
|
THE TOWER
Original air date: February
3, 2006
Sheppard, McKay, Teyla and Ronon visit an oppressed, poverty-stricken
village that sacrifices half of every harvest to a mysterious Lord
Protector in a great tower — a tower that looks exactly like
the central spire of Atlantis.
In exchange for the farmers'
tribute, the Lord Protector defends them from the Wraith with amazing
weaponry. Intrigued, Sheppard's team guesses that the tower, an
Ancient relic, must be well-stocked with valuable drone weapons.
As McKay sneaks closer to investigate, Otho, the Chamberlain to
the Lord Protector, arrives in the village. He scans Sheppard, Teyla,
and Ronon with an Ancient device, then forces Sheppard to surrender
his gun and pay a visit to the tower.
Inside this unsettling copy
of Atlantis, Sheppard meets the elderly Lord Protector; his surly
son, Tavius; and his attractive daughter, Mara. The Lord Protector
quickly grows so weak that he must retire to his chambers to rest.
Obviously, one of his children will soon inherit his throne.
That evening, Mara aggressively
tries to seduce Sheppard. Unnerved, Sheppard seeks answers from
Otho, who explains that the royal family carries the Ancient gene
that allows them to operate the tower's technology. Despite generations
of selective breeding, however, the family's abilities have deteriorated.
Recently, when Otho scanned the team, he discovered that Sheppard
also possesses the gene. Thus, the Lord Protector promised to designate
Mara his successor … if she can revitalize her family's genetic
future by marrying Sheppard.
Rather than consent to a lifetime
of wedded bliss and feudal lordship, Sheppard summons Dr. Beckett.
Beckett investigates the Lord Protector's mysterious weakness and
offers to treat Otho with his gene-therapy regimen, which allows
recipients to operate Ancient technology. Otho is deeply unsettled
by the implications of the drug, which could revolutionize the planet's
rigid class structure by making "royal" power available
to countless peasants.
Meanwhile, McKay discovers an
entire city — just like Atlantis — buried beneath the
tower. He sneaks into its earthquake-prone corridors, hoping to
shut down the ZPM that's powering the royal family's advanced technology.
At the same time, in the village, Ronon kills a royal constable
for abusing a woman; his action inspires the downtrodden peasants
to rebel and demand their rights.
Back at the tower, the Lord
Protector dies just as Beckett concludes that the man was poisoned.
The royal court, with an unknown murderer in its midst, plunges
into a succession struggle. Worse, the surprise winner then decides
to consolidate royal power by making a deadly example of Sheppard,
his team, and the entire nearby village.
|
THE LONG
GOODBYE
Original air date: February
10, 2006
Above an isolated moon, Sheppard's team discovers two battered life
pods in decaying orbits. They bring them to Atlantis, where Dr.
McKay opens the first pod. An aged, unconscious woman lies within,
near death. When Dr. Weir approaches for a closer look, an energy
beam lances out of the pod and strikes her. Weir collapses.
She awakens moments later, claiming
to be a woman named Phoebus. Because her body is dying, the pod
has automatically stored her personality and imprinted it on the
first living person to approach. Before Sheppard, Caldwell and the
other observers can grow too alarmed by this strange story, Weir
seems to resurface. She confirms what Phoebus said and adds that
the imprinting will last only a few hours. Before Phoebus's personality
vanishes forever, however, she has a request. Her husband, Thalan,
is in the second pod. If Sheppard will volunteer to host him, the
two can briefly be reunited before they die.
Sheppard reluctantly agrees
and receives the imprinting. Phoebus greets Thalan with a kiss —
but then the two grab whatever weapons are handy and start firing
at each other. In fact, they're actually the last surviving opponents
in an ancient, devastating war, and each is fanatically determined
to defeat the other.
As the team scrambles to capture
them, Phoebus and Thalan carry their vendetta into the corridors
of Atlantis. They have total control over Weir and Sheppard's bodies,
can impersonate them perfectly, and also have access to their knowledge
of the city. Thalan soon sabotages the power systems, plunging Atlantis
into darkness. During the struggle, Phoebus shoots Ronon. The hunt
goes on as Beckett struggles to remove the bullet by flashlight.
The moment McKay gets the power
back on, Phoebus completely locks down the city, trapping everyone
in rooms and corridors and blocking all computer usage. Teyla, locked
into the same section as Thalan, manages to stun him. Then Phoebus
contacts Caldwell — who has assumed command — and threatens
to turn the city's fire-suppression gas against its population unless
Caldwell helps her defeat Thalan.
Knowing that the hazardous gas
could kill up to three quarters of Atlantis's residents, Caldwell
reluctantly orders Teyla to drag Thalan to a security camera so
Phoebus can see her ancient enemy. Pleased, Phoebus then orders
Teyla to execute Thalan. But if Teyla fires the last shot in this
war, she'll be killing Sheppard, as well.
|
COUP
D'ETAT
Original air date: February
17, 2006
Col. Sheppard's team is urgently summoned to M1K-177, where Maj.
Lorne's team has been attacked. When Sheppard and his unit arrive,
however, all they find is a burned building containing charred bodies:
presumably, Lorne and his men.
After returning to Atlantis,
Sheppard and Weir are startled when Ladon Radim, a member of the
Genii strike force that previously tried to attack the city, contacts
them through the stargate. He claims that he wants to trade a ZPM
in exchange for weapons to stage a military coup against Cowen,
the ambitious Genii leader.
Weir, uncertain if Ladon's story
is true, orders him secretly followed and dispatches Sheppard and
McKay to the Genii homeworld. There, they meet with an unexpectedly
friendly Cowen, who dismisses Ladon as an ineffective troublemaker,
nothing more. Not sure who to trust, but having learned that Ladon
has only about 20 followers at his small encampment, Sheppard and
Weir decide simply to raid the place and steal the ZPM. First, they
lure about half of Ladon's followers to Atlantis, then Sheppard
launches his attack on the base.
Dr. Beckett, meanwhile, discovers
a critical clue about Maj. Lorne's team: while the bodies found
were wearing Lorne's team's dogtags, their DNA doesn't match. Lorne
and his men are still missing. Teyla and Ronon return to M1K-177,
but the villagers there seem frightened and unwilling to answer
questions. One, however, manages to slip Teyla a satchel containing
Genii "wanted" posters of various Atlantis team members,
including Lorne, Sheppard and McKay. Weir realizes that all of the
people pictured possess the ATA gene — and many of them are
on the raid with Sheppard.
Sure enough, Sheppard's men
breach Ladon's headquarters only to be gassed into unconsciousness.
It's all been a trap; Ladon's been working for Cowen all along.
Cowen radios Weir and demands she surrender all ten of Atlantis's
Jumper ships — or he'll start killing the hostages.
Sheppard points out that Cowen
and his men can't fly the Ancient ships without the ATA gene, but
Ladon proudly reveals that he has already captured Lorne and his
men. With genetic samples from them, he hopes to artificially reproduce
the gene.
Back at Atlantis, Weir tries
to trade her Genii captives for Sheppard and the others, but Cowen
is adamant. Because Weir refuses to give up the Jumpers, he orders
the first hostage executed: Sheppard.
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MICHAEL
Original air date: February
24, 2006
Lt. Michael Kenmore awakens in Atlantis's infirmary with no memory
of how he got there — or who he is. Dr. Weir, Col. Sheppard
and Dr. Beckett explain that he's a member of the expedition's military
contingent who was captured by the Wraith during a dangerous mission.
Although Sheppard's team rescued him, he was badly injured and has
been unconscious for days.
Michael explores Atlantis, but
even his personal quarters awaken no memories of his prior life.
Instead, he notices that he can read and understand a Wraith schematic
that Dr. McKay is studying. As if that's not unsettling enough,
McKay's nervousness, Teyla's kind but evasive friendliness, and
Ronon's obviously heartfelt desire to break his neck all force Michael
to believe that there's much more to his story than anyone's letting
on. Unnerved, he visits Dr. Heightmeyer, Atlantis's psychiatrist,
who assures him that everything will be fine. But that night, Michael
has a nightmare. He dreams he's a Wraith.
Teyla struggles to reassure
him, but Michael becomes convinced that the Wraith manipulated his
mind while he was their prisoner. Certain that the Atlantis team
knows more than they're saying, he secretly searches Beckett's files
and uncovers recordings from security cameras showing his treatment.
There, he finally discovers his real identity: Though he's a man
now, on the day he arrived, he was a Wraith.
His new knowledge forces the
others to drop their act and tell him the truth. Michael was a Wraith
warrior until Sheppard's team captured him and Dr. Beckett gave
him an experimental drug therapy designed to turn Wraith into humans.
Michael's anger at this news ignites his dangerous, barely suppressed
Wraith instincts. As Ronon and a security contingent escort him
to the infirmary for another treatment, he fights free of them and,
before he's recaptured, kills a guard. Consequently, he's transferred
under high security to the expedition's new Alpha site, a secondary
base on another planet where Dr. Beckett can continue the experiment
with less risk.
Beckett and Teyla both feel
moral qualms about their actions — especially Teyla, who stays
by Michael's side, convinced that he's good at heart. Her trust
is put to the test, however, when he manages to break loose and
escape with her as his hostage. Her life may now depend on Michael's
human compassion — if, that is, he actually has any.
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INFERNO
Original air date: March 3,
2006
Sheppard's team visits the planet Taranis at the invitation of two
leading citizens, Dr. Norina Pero and Chancellor Lycus, who want
McKay to repair a failing shield generator at an Ancient base they've
discovered. Lycus also shows the team a massive Ancient warship,
much like the Aurora, hidden in a vast warren of tunnels beneath
the base. Although the warship is damaged and currently inoperable,
Dr. Weir eagerly opens trade negotiations with Lycus as soon as
she learns of its existence.
As mysterious earthquakes rattle
everyone's nerves, McKay overcomes his attraction to Dr. Pero long
enough to discover that her people have seriously overtaxed the
shield's capabilities. Worse, the shield's energy source is the
magma chamber of a supervolcano beneath the base — a volcano
that has been destabilized by the excessive energy demands. A catastrophic
eruption is now imminent: Half the continent is about to be ripped
apart, rendering the entire planet uninhabitable. Everyone must
evacuate.
As the earthquakes grow stronger,
local villagers begin arriving at the base through the relative
safety of the Ancient tunnels. Weir and Lycus lead some of them
through the stargate to Atlantis, but seconds later, the ground
around the 'gate erupts. The stargate sinks forever into a pool
of molten rock.
From Atlantis, Weir immediately
dispatches the Daedalus to Taranis, but it will require multiple
trips to evacuate everyone. Sheppard and McKay, knowing that they
don't have that much time, start repairing the Ancient warship while
Teyla, Ronon, and Dr. Beckett hurry to a nearby settlement, to organize
the first group of evacuees.
Soon after the Daedalus departs
from Taranis, new vents erupt, ash starts falling, and the outside
air turns toxic, forcing Beckett, Teyla and Ronon to send the remaining
villagers through the tunnels to the warship. Then McKay discovers
that a lava flow has sealed the main hangar doors shut. Now, even
if he can repair the ship, they'll still have to find a way past
this molten barrier.
Teyla and Ronon remain in the
settlement until they've rounded up the very last of the villagers,
only to be trapped when the tunnel that leads to the base collapses.
As the duo fights to stay conscious in the deadly air, Sheppard
notices that they're missing and descends into the maze of tunnels
to find them. Soon he's cut off, too — and even if he somehow
makes it back, there's still no guarantee that McKay can even get
the warship off the ground.
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ALLIES
Original air date: March 10,
2006
A Wraith hive ship arrives in orbit above Atlantis. In the cloaked
city below, everyone is stunned when Michael radios down with an
unnerving request: He wants to negotiate an alliance.
Frustrated in their quest to
locate Earth, the Wraith are now running short of their food —
humans — and have begun fighting among themselves. For this
reason, Michael seeks a weaponized version of Dr. Beckett's anti-Wraith
retrovirus, which briefly gave him a human body. He wants to deploy
it against rival hives, turning them human and feasting on the results.
His hive will gain food and power, and the Atlantis team can deal
a fatal blow to thousands of their enemies.
Weir and her senior staff decide
that such a payoff is worth the immense risk of trusting the Wraith,
and soon the new allies are working side-by-side. With the help
of a Wraith scientist, Beckett and Zelenka struggle to weaponize
the retrovirus, while McKay coordinates with the hive's crew to
practice bypassing a hive ship's defenses.
The Wraith, however, make everyone
uneasy. Worse, their first attempt to target another ship with the
new weapon ends in disaster: Their enemies discover the canisters
of the retrovirus too soon and open fire. Michael's hive ship and
the Daedalus barely escape intact.
The imperious Queen of Michael's
hive now threatens to reveal Atlantis's existence to all the Wraith
if the humans won't design a reliable delivery system for the weapon.
McKay, frustrated, demands that she help by allowing him free access
to every last piece of information about Wraith ships. To his astonishment,
she agrees, downloading a virtual encyclopedia of technical specs
to Atlantis's computers.
Zelenka delves into this goldmine
of strategic intelligence while McKay — escorted by Ronon
— explores the hive itself and discovers a perfect delivery
point for the retrovirus in the atmospheric system. With that, they're
ready to attempt a second attack: The Daedalus will beam the canister
onto another enemy hive. McKay and Ronon will observe from Michael's
ship. Sheppard will observe from the Daedalus.
But soon after the mission is
underway, Zelenka discovers that the electronic Wraith encyclopedia
was infected with a virus of its own — and now that virus
is loose in Atlantis's computers. It's too late to warn the Daedalus,
which drops out of hyperspace to find itself trapped under a ferocious
bombardment from two hives — the enemy vessel and Michael's
ship. The alliance was nothing but a ruse; the real plans of the
Wraith are far more sinister. Far from giving up on finding Earth,
they've just tricked the Atlantis team into giving them exactly
the information they need to get there.
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SEASONS 1
2 3 4
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