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Stargate Atlantis : Episodes

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SEASON 4

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4.01 Adrift

4.02 Lifeline

4.03 Réunion NEW

4.04 Doppelganger

4.05 Travelers

4.06 Tabla Raza

4.07 Missing

4.08 The Seer

4.09 Miller's Crossing

4.10 This Mortal Coil

4.11 Be all mys Sins Remembered

4.12 Spoils of War

4.13 Quarantine

4.14 Outcast

4.15 Midway

4.16 Trio

4.17 Harmony

4.18 The Kindred Part 1

4.19 The Kindred Part 2

4.20 The Last Man

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4.01 Adrift

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The city drops out of hyperspace too early having suffered some damage from the replicator weapon. The power conduits leading from the ZPM have been damaged and must be repaired before the city can make a jump into hyperspace. Unfortunately the power is leaking and without it the shield will fail. The city decompresses some outer sections in order to save power and three crewmen are lost in the process.

While McKay and Zelenka work on fixing the damage before they lose too much power and are unable to make the jump, Dr. Keller works on Dr. Weir who has been severely injured. With her brain swelling, Keller decides to perform surgery to relieve the pressure but promises that no matter what she does, Dr. weir will never be the same.

To save power, the city has been evacuated back to the control tower and the city's shield has been withdrawn to protect only that area leaving the rest decompressed. Also all unnecessary components have been shut down. Dr. Zelenka and his team successfully and expediently repair the power conduits but another problem arises. They are headed directly for an asteroid field and without navigation, there is no way to avoid it. Unable to get to the chair room, Sheppard organizes a team of people with the ATA gene to fly jumpers and clear a path through the field by firing drones at the asteroids. They manage to destroy the larger objects but the city still suffers some damage.

Zelenka and Shepard must put on space suits to do additional repair. They face greater damage than they expected but manage to complete the repairs even after Zelenka is hit in the leg by a small rock and his suit is punctured. Despite their work, it proves too late to make a hyper jump as they've dropped below the required power levels.

With Sheppard busy making repairs, Keller comes up with an idea that may save Weir's life. She wants to reactivate the nanites in her blood stream. McKay attempts to reprogram them and shut down their ability to communicate via subspace but Sheppard disagrees believing it is too dangerous. McKay nevertheless disobeys Sheppard and reprograms the nanites and reactivates them. When Sheppard discovers what he's done he plans to shut them down but Weir awakens, fully healed and equally worried about what McKay has done to restore her. The nanites have replaced the damaged areas of her body with replicated components.

Back in the void between galaxies, Col. Carter and Dr. Lee are working to bring the midway station on line. They receive a call from Col. Abe Ellis informing them that Atlantis failed to make their rendezvous with the Apollo. Carter and Lee attempt to come up with a plan to save the city but with no way of knowing at which point they dropped out of hyperspace, they're having difficulty. But Carter nevertheless comes through with a plan to extend the range of the long rage sensors but their plan requires a visit to the Pegasus Galaxy.

With only 28 hours before the shield fails completely, McKay, Zelenka and Sheppard are racking their brains for a solution. McKay's only idea rests with his unfinished jumper prototype able to open a hyperspace window for a short jump. The jumper in itself is not a savior however, their plan is to steal ZPMs from the only place they know with an abundance, the replicator homeworld.

TO BE CONTINUED

Source : Scifi

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4.02 Lifeline

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Atlantis remains stranded and out of power, in the middle of space. Col. Ellis of the Apollo has reported the city's disappearance, and Col. Samantha Carter and Dr. Bill Lee of Stargate Command travel to the Pegasus galaxy to initiate a search. Carter has a plan to find Atlantis, but it will take time — lots of time. They must hope that they're not too late.

The denizens of Atlantis aren't waiting around for rescue. Rodney McKay modifies a Jumper to fly through hyperspace so a team can travel to the Replicator homeworld and steal a Z.P.M. to power the city. Elizabeth Weir, now part-Replicator herself, agrees to go along because she can link to the Replicators' mind-network and guide her people where they need to go. She is uneasy about her strange new abilities, but determined to help.

 Sheppard, Weir, McKay and Ronon fly to the Replicator homeworld, where McKay activates the link between Weir and the Replicators. With new knowledge flooding her mind, Weir guides Sheppard and Ronon as they sneak into the city and steal a Z.P.M. The mission seems accomplished.

McKay, however, makes a crucial discovery by probing the Replicator network through Weir's link. Buried in the sentient machines' base code is a dormant command to attack the Wraith. If the team could activate that command, Atlantis's two greatest enemies would go to war and, just maybe, wipe each other out. It's a riskier mission than stealing the Z.P.M., but it's too great an opportunity to miss.

Sheppard and Ronon trek deeper into the city to the Replicators' central data core. Unfortunately, as Sheppard struggles to activate the command, the Replicators discover them and soon adapt to their anti-Replicator shields and weapons.

 With Sheppard and Ronon about to be captured or killed, Weir takes action. She confronts the Replicator leader, Oberoth, outside the core room. Engaging him in a Replicator-style psychic battle, she tricks him into believing that he has defeated her even as she actually freezes all the Replicators long enough for Sheppard to activate the command. Then her control weakens and Oberoth reasserts his power. As the Replicators capture Weir and swarm after Sheppard and Ronon, she orders the two men to leave without her. They barely escape back to the Jumper.

Deeply saddened by Weir's sacrifice, Sheppard flies his team into orbit. Replicator ships are pursuing them, and the Jumper has no power left after the hyperspace flight that brought it here. Unless McKay — or Samantha Carter — can work a miracle, they will die despite Weir's heroism.

Source : Scifi

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4.03 Reunion NEW

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On a strange planet, Ronon and Teyla investigate rumors about a trio of warriors who have successfully fought the Wraith. To Ronon's delight, the three turn out to be his old military comrades from his devastated homeworld, Sateda.

Until now, Ronon had believed that the two men, Tyre and Rakai, and the woman, Ara, had died during a particular battle that he himself barely survived. The three explain that they hid from their enemies and have been on the run ever since, battling the Wraith wherever they could. Ronon feels profoundly driven to reunite with such trusted friends.

Far away on Earth, Colonel Samantha Carter says goodbye to her own trusted comrades on SGÐ1. Then she journeys to the Pegasus galaxy to become the new leader of Atlantis. The city has just relocated to a new planet, and, thanks to the sacrifice of Carter's predecessor, Elizabeth Weir, the deadly Wraith and Replicators are at war with each other, giving Atlantis and humans throughout the galaxy a respite from attack.

 Carter is determined to be a strong, decisive and caring leader. She faces her first challenge almost immediately, when she must deny Ronon permission to bring his Satedan friends to the city. In order to keep Atlantis's new location a secret, Carter has forbidden all off-world visitors from entering the city. Unhappy that his loyalties must be split between Atlantis and his old friends, Ronon considers leaving the city for good to live with his own people.

As he contemplates this decision, he persuades Carter and Sheppard to authorize a joint mission based on information provided by
Tyre, Rakai and Ara. According to the Satedans, Wraith scientists at a research outpost are attempting to override the command within the Replicators' programming that compels them to attack the Wraith. If the Wraith succeed, the war will end and both sides will again target the galaxy's humans. To prevent that, Sheppard's team joins the Satedans on a dangerous strike against the Wraith base. 

The mission goes badly. The Atlantis personnel are quickly surrounded and captured, and the Satedans go missing. Ronon alone escapes back to Atlantis through the stargate. Carter authorizes a rescue attempt immediately and personally joins Ronon on the mission.

They fight their way back into the Wraith base, where Ronon is relieved to find Tyre, Rakai and Ara É until the Satedans pull their guns on him. For horrifying reasons of their own, they have become worshippers of the Wraith, and they've set him up. Now, while Carter struggles to rescue Sheppard's team, Ronon must battle to the death against the friends who have betrayed him.

Source : Scifi

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4.04 Doppelganger

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Sheppard is infected by an alien entity that proceeds to infect others in the city.

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4.05 Travelers

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Shepard is captured by humans living on a generational ship who need him for his ability to use Ancient technology.

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4.06 Tabula Raza

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A virus causes amnesia among the Atlantis expedition and only Teyla and Ronon appear to be immune. The team must work together to find a solution before all their memories disappear.

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4.07 Missing

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While visiting New Athos, Teyla and Dr. Keller encounter primitive warriors.

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4.08 The Seer

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The Atlantis team encounters a man with prophetic abilities and dark predictions about Atlantis.

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4.09 Miller's Crossing

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EN CONSTRUCTION

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4.10 This Mortal Coil

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EN CONSTRUCTION

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4.11 Be all mys Sins Remembered

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EN CONSTRUCTION

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4.12 Spoils of War

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EN CONSTRUCTION

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4.13 Quarantine

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4.14 Outcast

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EN CONSTRUCTION

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4.15 Midway

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4.16 Trio

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4.17 Harmony

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4.18 The Kindred Part 1

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4.19 The Kindred Part 2

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4.20 The Last Man

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