Épisodes 20
Rising (1)
A new Stargate team embarks on a dangerous mission to a distant galaxy, where they discover a mythical lost city -- and a deadly new enemy.
Lire la suiteRising (2)
Sheppard tries to convince Weir to mount a rescue mission to free Colonel Sumner, Teyla, and the others captured by the Wraith.
Lire la suiteHide and Seek
The Atlantis base is threatened when the team discovers that an alien entity is in the city. McKay's experiment with alien technology goes awry.
Lire la suiteThirty-Eight Minutes
The team finds themselves in mortal danger when their Puddle Jumper ship becomes lodged in the Stargate.
Lire la suiteSuspicion
After a series of run-ins with the Wraith, the team begins to suspect their Athosian allies of having a spy in their midst.
Lire la suiteChildhood's End
Sheppard and the team visit a world where no one is over 24 years old -- because of a ritual suicide practice they believe keeps the Wraith at bay.
Lire la suitePoisoning the Well
The team finds a world whose people are on the brink of a discovery that may make them immune to the Wraith feeding.
Lire la suiteUnderground
Efforts to open trade relations with a species called the Genii turn sour when the team discovers their new "allies" have ulterior motives.
Lire la suiteHome
McKay's efforts to harness the energy of an alien planet's atmosphere allows for a return trip to Earth -- but the team may not be able to return to Atlantis.
Lire la suiteThe Storm (1)
When a massive storm threatens the city, Atlantis is evacuated -- only to be taken over by the team's newest enemy.
Lire la suiteThe Eye (2)
Major Sheppard plays a dangerous game of cat and mouse with soldiers who have seized control of Atlantis and have taken Weir and McKay hostage.
Lire la suiteThe Defiant One
Sheppard's team investigates a downed Wraith ship, and find themselves stuck on a planet with a lone Wraith survivor.
Lire la suiteHot Zone
Nearly a third of Atlantis's residents are infected with a deadly virus that causes hallucinations and death, forcing a lockdown of the city.
Lire la suiteSanctuary
The team finds a paradise world that would make an ideal sanctuary for those fleeing from the Wraith, but the local inhabitants believe their goddess will not permit it.
Lire la suiteBefore I Sleep
A woman is found in suspended animation in Atlantis, and the team is shocked to see that it is Dr. Weir herself, who tells them of her trip 10,000 years into the city's past.
Lire la suiteThe Brotherhood
The team searches for a valuable Zero Point Module rumored to be hidden on the planet Dagan -- but their new allies have motives of their own.
Lire la suiteLetters from Pegasus
With a brief opportunity to send a data transmission to Earth, members of the Atlantis expedition compose video messages home to their loved ones.
Lire la suiteThe Gift
Plagued by terrifying nightmares, Teyla begins to recall a time when she and her father were captured by the Wraith and subjected to disturbing experiments.
Lire la suiteThe Siege (1)
With a group of Wraith hive ships on the way to Atlantis, the team searches for a place to flee and a way to destroy the city. McKay leads a team to try and activate the Ancients' orbital weapons platform.
Lire la suiteThe Siege (2)
All hope seems lost, until Colonel Everett arrives suddenly from Earth. He is determined to defend the city until the arrival of a ZPM, brought by a new ship.
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