This article covers the episodes of the spin-off Stargate Atlantis as it crosses stories with Stargate SG-1.
An elite team of explorers from Earth have embarked on a one-way trip to the Pegasus Galaxy to the legendary Lost City of the Ancients, Atlantis. Their mission is to explore the galaxy and seek contact with advanced alien races, perhaps even the Ancients themselves, and acquire the technology to return home with increased weaponry and knowledge to aid in the defense of Earth.
1.01 "Rising Part 1"
From SciFi.com Official Episode Summary:
Several million years ago, in a beautiful alien city in Antarctica, a man and a woman in silver clothing—two of the Ancients who created the Stargates—look out a window sadly as the city rises out of the encroaching ice and flies away to the stars, leaving behind only a small outpost.
Present day: At the Ancients' abandoned outpost (discovered in the episode, 7.22 "Lost City Part 2"), Dr. Elizabeth Weir, head of the Stargate Atlantis project, rides an elevator with Lt. Aiden Ford down a deep shaft bored in the ice. Reaching the research facility below, they find Dr. Rodney McKay and Dr. Carson Beckett arguing over the fact that Beckett is afraid to sit in the Ancient chair that controls the most powerful weapons known to humankind — even though he possesses (and is the one who discovered) the mutant gene to which Ancient technology automatically responds. As Weir points out, only a handful of people have the gene, and every time one of them sits in the chair they learn more about the Ancients.
Dr. Daniel Jackson of Stargate Command then tells Weir and McKay of a remarkable discovery he's just made: The Stargate address to the Lost City of Atlantis is incomplete. On a white board he adds an eighth symbol—indicating that Atlantis is not on Earth nor even in their galaxy, but on a planet far, far away. And they can 'gate there.
As Gen. Jack O'Neill races to the outpost in a helicopter flown by Maj. John Sheppard, McKay convinces Beckett to sit in the chair. It activates and launches an Ancient drone weapon that almost destroys the helicopter. But thanks to Sheppard's fancy flying and Beckett's new-found ability to turn off his control, the chopper lands safely.
At the outpost, Daniel tells O'Neill that the Ancients flew their entire city to a dwarf galaxy called Pegasus. In order for an expedition to 'gate that far, they need to boost the Stargate with the Earth's sole ZPM (Zero Point Module), an Ancient energy source currently powering the outpost's defenses and is vital to Earth's defense against an alien attack. The 'gating may totally drain the ZPM.
And even if it didn't, there wouldn't be enough power to 'gate back.
O'Neill says no. But Daniel convinces him that by visiting the Ancients' city they could find more ZPMs and who knows what else to protect Earth. The expedition's a go, though O'Neill insists Daniel is too valuable here on Earth to join them. Weir is in charge, with Colonel Marshall Sumner as her military commander. After some reluctance, Sheppard—who, it has been discovered, has the most potent variable of the Ancient gene—joins the offworld expedition along with McKay, Beckett, a military compliment and a full crew of the best and the brightest representing more than dozen countries.
1.15 "Before I Sleep"
From SciFi.com Official Episode Summary:
Although Dr. Weir has told no one that today is her birthday, Maj. John Sheppard has found out. He gives her a gift: a ceramic jar made by one of the Athosians. Then he, Lt. Ford and Teyla go off to explore more uncharted areas of Atlantis.
The trio finds a lab with an Ancient stasis chamber. Incredibly, the chamber contains what appears to be a still-living, very old female Ancient. Later, Dr. Carson Beckett estimates the woman's physical age to be roughly 100 years. Technically, according to Dr. Rodney McKay, the woman is in a state of metabolic stasis—aging slowly but not entirely suspended. McKay calculates, based on the initial data he was able to access, that the woman has been in the stasis chamber for 10,000 years. Beckett worries that reviving her in her fragile state will kill her. Weir gives the order: Revive her.
In the infirmary, Weir is stunned when the woman, emancipated from the stasis chamber, awakens and recognizes her, McKay, and the entire Atlantis team. Her next utterance is even more confounding: She says she is Dr. Elizabeth Weir.
The elder Weir explains that she found a way to travel back in time, to when the Ancients lived in Atlantis. She has waited more than ten millennia in that stasis chamber for Team Atlantis to arrive.
When the elder Weir is strong enough, she tells everyone how relieved she is to see the city back on the ocean surface. It didn't rise when she and Team Atlantis first arrived in her timeline, because the city had no fail-safe. In her original timeline, Team Atlantis' arrival seriously drained the city's energy reserves and the shield collapsed. Water crashed in, flooding every room in the city. Everyone drowned except Sheppard, Weir and Zelenka; the trio escaped in a modified Jumper. Sheppard's Ancient gene had allowed him to activate the ship; suddenly, they were in space, with many Wraith vessels firing at them. The next thing the elder Weir remembers is awakening back in Atlantis ... 10,000 years in the past.
Janus, an Ancient scientist, told her that the Ancients had retrieved the Jumper from the ocean floor, and that she had been the only survivor of its crash. The ship was a time machine of Janus' design. He brought her before the Council, which was busy preparing to evacuate the city's occupants to Earth through the stargate. The Council, fearful of further time-tampering, denied Weir's request to return to her own time with a ZPM to prevent the shield from collapsing.
Despite the Council's ruling, Janus devised a plan: He showed Weir the three ZPMs that simultaneously power the city. Used in sequence, they could sustain the power needed to maintain the shield for the time required. The catch: someone had to remain behind to rotate the power from one to the other over thousands of years. To that end, Janus programmed the stasis chamber to awaken Weir periodically during her 10,000-year slumber. He also entered the commands to commence her final revival at the moment that the city's sensors indicated the presence of Team Atlantis, and he programmed a fail-safe system that would raise the city to the surface if power levels dropped below a critical threshold. Then he and the other Alantians evacuated, leaving Weir alone to do her job—a job well-done, as it turned out.
The younger Weir is sad that her older counterpart gave up her life. But the elder Weir feels that her adventure is just beginning, through her younger self. She tells Weir that the five stargate addresses on the note she had in her hand are to outposts—each one with a zero-point module: a gift from Janus. Then she passes away.
Dr. Weir puts the ashes of her older self in the ceramic jar that Sheppard gave to her, then scatters them over the city. Her older self has given her the ultimate birthday present: a future.
CAVEAT: The timeship introduced in this episode appears to be created using the same technology as the one SG-1 discovered on Harry Maybourne's planet in the episode, 8.13 "It's Good To Be King". Since Janus' timeship crashed 10,000 years ago in the Pegasus Galaxy and the timeship discovered in the Milky Way Galaxy was intact, it is possible that Janus created a new ship once he left Atlantis when the Ancients returned to Earth through the stargate 10,000 years ago.
- Brig. Gen. Jack O'Neill
- Dr. Daniel Jackson
- Dr. Carson Beckett
- Teyla Emmagan
- Lt. Aiden Ford
- Harry Maybourne
- Dr. Rodney McKay
- Maj. John Sheppard
- Col. Marshall Sumner
- Dr. Elizabeth Weir
- Dr. Zelenka
- Alternate Timelines
- Antarctic Outpost
- Lost City of the Ancients
- Puddle Jumper
- Stargate Command (SGC)
- Stargate Program Disclosure
- Zero Point Module (ZPM)
--DeeKayP 20:43, 28 Oct 2004 (PDT)