10.16 "Bad Guys" Episode Guide

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Contents

Précis

Caught on a planet where they are mistaken for hostage-taking rebels, the team pretend to be volatile “bad guys” as they hold the police at bay while trying to find a way home.

Guide | Transcript

SciFi.com Official Summary

While Carter is working in Washington, D.C., the rest of SG–1 travels through the Stargate to what appears to be an Egyptian tomb. Unfortunately, appearances are deceiving: the tomb is actually a display in an alien museum. Worse, the museum is hosting a swanky party. Worst of all, the dialing device next to the Stargate turns out to be a replica. SG–1 can't power up the 'gate and dial home.

Their hopes of lying low until they can solve this problem are dashed when a couple of party guests stumble across them. The guests race back to the gala in a panic, shrieking that "rebels" are attacking the museum. In no time, security guards are shooting at SG–1. The team is forced to defend themselves, wounding one guard and locking down the museum so no one can go in or out.

As alien SWAT teams rush to surround the building's exterior, Mitchell, Vala, Teal'c and Daniel realize that they have unintentionally become hostage-takers. There's no way to convince the cops of the improbable truth that they're merely peaceful explorers from another planet. If they surrender, they'll just be arrested, or worse. Instead, they must pose as the much-feared rebels and stall for time until they can find a way home.

Luckily, one of the hostages is a scholar named Cicero; he has theorized that the Stargate is an interstellar transport device. Overhearing the team's discussions, Cicero concludes that they really are aliens and offers to help. First, he gives Daniel a list of rebel-style demands to make to Quartus, the no-nonsense hostage negotiator who's in charge of the scene outside. Then, as Teal'c guards the hostages and Daniel reluctantly grabs the radio to do his best rebel impression, Cicero escorts Mitchell and Vala through the museum to search for artifacts that could power up the 'gate.

Mitchell and Vala discover a Goa'uld naquadah bomb that might do the trick — if it doesn't blow up — but they're interrupted when an overzealous museum guard named Jayem bursts out of hiding, hoping to nab them and become a hero.

Teal'c and Daniel, meanwhile, are striving to convince both Quartus and their increasingly skeptical prisoners that they are seriously dangerous men. As if all that's not enough, an order suddenly reaches Quartus from the planet's ruling viceroy: negotiations are over. The cops move in to storm the building.

SG–1 is out of time.

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--DeeKayP 05:53, 10 August 2006 (PDT)

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