List of Stargate Infinity episodes

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This article is a listing of all episodes of Stargate Infinity. The television series consists of one season of 26 episodes. The series debuted in September 2002 on the Fox Network as part of Fox’s "Fox Kids" Saturday morning lineup. The show was a spin-off from the popular science fiction series Stargate SG-1. The show was unpopular and was canceled after one season, going off the air in June 2003.

[edit] Season 1

Episode Title Director Writer Original airdate
1.01 "Decision"  Will Meugniot Mark Edens and Michael Edens September 14, 2002
Having been unjustly court-martialed for defying orders and leading his team into ambush, Major Gus Bonner escapes through the Stargate with a team of young recruits to pursue the hostile Tlak'kahn race which framed him, and to clear his own name in the process. Meanwhile, R.J. Harrison learns that one should take responsibility for one's choices, no matter the consequences. 
1.02 "Double Duty"  Will Meugniot Mark Edens and Michael Edens September 21, 2002
The Stargate leads Major Gus Bonner's strike-force to a planet inhabited by the Thorn, a race Major Bonner believes he might have unintentionally infected with a disease during a previous mission. Furthermore, his new team is faced with the hard decision of either placing their loyalty to Stargate Command or protecting what they believe to be an Ancient chrysalis from the evil Tlak'kahn. 
1.03 "The Best World"  Will Meugniot Mark Edens (Teleplay by Len Uhley) September 28, 2002
When exploring the mud-pit planet of the Mou'a'dash people, the team learns that appearances may be misleading and the mud-covered locals are not all they seem. Having shed its chrysalis form, the alien Draga takes effort to become part of the team. Stacey Bonner, however, still believes that Major Bonner is a traitor despite having saved Draga from the Tlak'kahn. 
1.04 "Coming Home"  Will Meugniot October 5, 2002
Not being fully accepted either on Earth or his mother's homeworld Hrath, the half-human, half-alien Ec'co strives to cope with his identity. Meanwhile, the Hrathi people assist Major Gus Bonner in uncovering the plot devised by the Tlak'kahn. He realises that a shapeshifter might have had something to do with his being framed for defying orders. 
1.05 "Mentor"  Will Meugniot Richard Mueller October 12, 2002
When Major Bonner stumbles upon his long-lost mentor Harley Sheppard, his first impression is that the retired veteran helps the Mustari people prosper and provides them with culture and technology out of good will. Unfortunately, Major Bonner fails to see the flaws of his old hero and it is up to his team to convince him of the truth—that Sheppard uses his knowledge and authority to wield power over the locals. 
1.06 "Hot Water"  Will Meugniot Francis Moss, Ted Pedersen October 19, 2002
Stranded on an ocean planet, the team is offered shelter by an alien settlement of great swimmers. Trouble begins when R.J. Harrison overestimates his own abilities and accepts the challenge to participate in a swimming contest which could turn out to be very dangerous, if not even deadly. Meanwhile, a pair of mercenaries offer their services to the evil Tlak'kahn in search for the presumed Ancient—Draga. 
1.07 "Phobia"  Will Meugniot Jon Loy October 26, 2002
Driven by her arachnophobia, Stacey assaults a spider-like creature from a race which turns out to be both sentient and peaceful. Now, with the victim getting weaker with each minute, Stacey must stand trial for her actions. She must also overcome her fear of spiders, since they just became allies in the battle with the Tlak'kahn. 
1.08 "Can I Keep It?"  Will Meugniot Matt Edens November 2, 2002
While the team explores a canyon planet, Seattle adopts a cute creature which turns out to be growing faster and faster with each day. Unfortunately, this isn't the end of the team's problems—a probe just reported their whereabouts to the evil Tlak'kahn and the canyon is in danger of being flooded after a severe storm appears on the horizon... 
1.09 "Who Are You?"  Katherine Lawrence November 9, 2002
The team learns once more that appearances may be deceiving when faced with a group of Shiftu shapeshifters, just like those responsible for framing Major Gus Bonner. Unable to tell friend from foe, the team will have to rely on intuition to evade the shapeshifters and escape the jungle temple. 
1.10 "Greed"  Will Meugniot Richard Mueller November 16, 2002
When the team discovers a cave full of precious diamonds, little do they know that their greed will make them vulnerable to the dangers awaiting them, such as mercenaries searching for Gus Bonner. Meanwhile, Draga learns an important lesson about money, wealth and greed. 
1.11 "Stones"  Will Meugniot Nick Dubois November 23, 2002
Stacey loses a fight with an unseeming elder of the Elteri people, but she wins their respect and is given a stone medallion which is said to give the wearer strength. Unfortunately, the stones affect Stacey in ways she never imagined and she learns that nothing comes without a price... 
1.12 "Initiation"  Will Meugniot November 30, 2002
When Harisson assists a volcano island native in his trial, he learns that there is a difference between foolishness and bravery. Meanwhile, Ec'co discovers that readings of seismic activity of the island Mollana show that the volcano is in danger of erupting—or even exploding! 
1.13 "The Mother of Invention"  Will Meugniot Randall Littlejohn, Christy Marx December 7, 2002
Major Bonner's team arrives at a world destroyed by its inhabitants. Kreeda, the inventor, attempts to save what's left of her civilisation—even if it means stealing and lying. Ec'co acquires a sympathy for her, but the next day the team finds their power sources stolen. Kreeda is the obvious suspect. She wishes to make up for her previous actions and warns the team about Tlak'kahn warriors nearby—but will they listen? 
1.14 "Reality"  Will Meugniot December 30, 2002
In a city endangered by solar flares and arc lightning, the Tranquan people spend their whole time in the Synth—a virtual reality game where everything is possible. Seattle and Major Bonner enter the Synth to free the enslaved Tranquan, but when the game starts granting their own wishes, will they be able to resist playing? 
1.15 "Museum"  Will Meugniot Brooks Wachtel January 6, 2003
The team learns a lesson about the importance of knowing one's history when they are trapped between two megalomaniacs—the French emperor Napoleon Bonaparte and the Roman emperor Julius Caesar. In a museum of Earth's greatest historical wonders, two armies of robots fight for world conquest. It's up to Major Gus Bonner and his knowledge of history to become a third force in this struggle. 
1.16 "Us and Them"  Will Meugniot January 13, 2003
When Draga meets her own people, she is happy she can finally learn about her culture and abilities. The team, however, is regarded as mere "rock-crawlers", as no other team-member except Draga has wings. Draga finds herself divided between her team and her own people. She has little time to make a decision, because the Tlak'Kahn are already through the Stargate and on pursuit of Major Bonner. 
1.17 "The Face of Evil"  Will Meugniot January 20, 2003
The Stargate leads Major Bonner's team to an ice planet with two hostile forces fighting each other. At first the team's only concern is to stay out of the way, but when it turns out that one of the armies are the Tlak'kahn, choosing sides becomes obvious—perhaps too obvious. Having taken shelter in an ice fortress, the newly-formed alliance prepares for battle—but is the team on the right side? 
1.18 "The Key"  January 27, 2003
The society of the Commonality banned all writing, having considered it an outdated method of communication—only symbols and video are permitted. Ec'co's calculations prove that a comet is about to hit the Commonality's planet, but because the Commonality has no means to verify this warning, they choose to disregard it. Will the Commonality resistance movement be able to help? 
1.19 "Chariot of the Sun"  Will Meugniot Katherine Lawrence February 3, 2003
Having stumbled upon an alien spaceship near a Stargate, Major Bonner decides to try to get inside in search of an interstellar communications system able to contact Stargate Command. When the communications system fails to establish contact, Major Bonner decides to get back to Earth by ship—but the whole team will have to pay for stealing the spaceship instead. 
1.20 "The Answer"  Will Meugniot February 10, 2003
Major Bonner's team attends a science conference, where one of the scientists presents a brilliant invention—the Synaptic Telepathy Band. Not only does it enable mind-to-mind communication, it also connects the minds of every user, enabling everyone to read the thoughts of others. Some see it as means to achieve universal peace with no more lies and misunderstandings, but others believe this is too big an invasion of privacy. It's up to Major Bonner's group to get at the truth. 
1.21 "The Look"  Will Meugniot February 17, 2003
The inhabitants of the planet the team arrives to pride themselves on their hairstyle—those who wish to be respected, or even noticed, must weave a certain type of leaves into their hair. Not everyone is able to afford them and some resort to obtaining them from their natural place of growth—the cave tunnels nearby. Though the caves are inhabited by dangerous creatures, Harrison, Seattle and Stacey decide to help. 
1.22 "Feet of Clay"  Will Meugniot February 24, 2003
The team discovers a village of Mardan aliens who suffer from a serious epidemic. They wish to be just like the Tlak'kahn, who are much better at coping with sickness. Ec'co offers to find a cure to their suffering, but instead, the Mardan side with the Tlak'kahn and turn against the team. Attempting to escape their captors, the team wonders about the benefits and downsides of trying to be like others. 
1.23 "The Natural"  Will Meugniot March 3, 2003
Having escaped a Tlak'Kahn ambush, the team arrives at a planet covered by sulphur clouds, uninhabitable except for high elevations. To cope with the troubles with transportation, Major Gus Bonner calls his old friends for help—the pterodactyl-like Heruun he'd met before. But when Harrison falls for his death into the sulphur clouds, he'll have to learn the difference between machine and animal to survive. 
1.24 "Big Mistake"  Will Meugniot March 10, 2003
On a desert planet with rain shortages, the team decides to help the Mortai people by locating an underground water source and building a well to help with irrigation. When Stacey finds a local power source underground, Seattle volunteers to investigate. Finding a mysterious crystal, she suddenly gets a flashback from her past—she sees her parents in a situation when her father would not admit to a mistake he had made. Will she repeat the same mistake now? 
1.25 "The Illustrated Stacey"  Will Meugniot March 17, 2003
When Gus Bonner and Harrison make fun of Stacey's predictable, by-the-book behavior, she decides to act "unpredictably" and asks the natives of the planet they're visiting to draw her a facial tattoo. Unfortunately, it turns out the tattoo is not simply painted on—it consists of living microbes, which start multiplying on Stacey's skin to unpredictable results... 
1.26 "The Long Haul"  Will Meugniot March 24, 2003
After so many adventures, the team begins to wonder whether their mission has any further purpose. Some of the team members wish to go back to Earth, and when Draga activates the Stargate subconsciously, the team arrives in Mexico. Another Stargate had been found at a dig site founded by a rich philanthropist, von Gilder. Now, Gus Bonner has his chance to find the alien who framed him. 

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