

20 集
Rising Part 1 - 1

Rising Part 1 - 1
A newly formed Stargate team heads into an unknown galaxy, discovers the lost city of Atlantis, and encounters a sinister new enemy.
Rising Part 2 - 2

Rising Part 2 - 2
A newly formed Stargate team heads into an unknown galaxy, discovers the lost city of Atlantis, and encounters a sinister new enemy.
Hide and Seek - 3

Hide and Seek - 3
Rodney can't remove an Ancient device that makes him invincible but prevents him from eating or drinking. Meanwhile, there are power malfunctions throughout the city and one of the Athosians mentions seeing a shadow.
Thirty Eight Minutes - 4

Thirty Eight Minutes - 4
Sheppard gets bitten by a Wraith-like bug and is dying. While the puddle jumper returns, it gets stuck in the Stargate. There's 38 minutes to find a solution.
Suspicion - 5

Suspicion - 5
Relationships are torn part when the Athosians are accused of harbouring a spy.
Childhood's End - 6

Childhood's End - 6
The Atlantis team discovers a tribe of children whose beliefs lead them to ritual suicide.
Poisoning the Well - 7

Poisoning the Well - 7
The team finds a world whose people are on the brink of a discovery that may make them immune to the Wraith feeding.
Underground - 8

Underground - 8
Atlantis wants to trade food with the Genii, a simple civilization who turn out to be not so simple. They are planning a nuclear attack against the Wraith.
Home - 9

Home - 9
A strange energy generating fog allows travel back to Earth. But something's wrong.
The Storm - 10

The Storm - 10
Two hurricanes are approaching Atlantis and an evacuation is necessary. The leader of the planet taking them in tells the Genii about the situation.
The Eye - 11

The Eye - 11
When an approaching storm with awesome destructive capabilities causes Dr. Weir to evacuate the city, the Genii launch an invasion, and take control of Atlantis' weapons.
The Defiant One - 12

The Defiant One - 12
Sheppard and McKay set out, along with two scientists, to explore when they stumble upon a distress beacon coming from a Wraith ship. When they move to investigate, they discover that the ship has been sending out it's SOS signal for 10,000 years.
Hot Zone - 13

Hot Zone - 13
McKay must stop a deadly virus from spreading throughout Atlantis' population.
Sanctuary - 14

Sanctuary - 14
Sheppard invites a priestess, who claims to not know about a weapon protecting her planet from the Wraith, to Atlantis to discuss asylum for refugees.
Before I Sleep - 15

Before I Sleep - 15
The Atlantis team revives a woman who has been in stasis for over 10,000 years.
The Brotherhood - 16

The Brotherhood - 16
The Atlantis team's search for a power source leads them into the hands of the vengeful Genii.
Letters From Pegasus - 17

Letters From Pegasus - 17
With a showdown with the entire Wraith armada imminent, the Atlantis team begins preparations for what may be their last stand.
The Gift - 18

The Gift - 18
The stress of the coming battle begins to weigh on the Atlantis team, while Teyla explores her personal connection to the Wraith.
The Siege - 19

The Siege - 19
Tensions boil over as the Atlantis team scrambles to fortify the city against the coming battle with the Wraith.
The Siege Part 2 - 20

The Siege Part 2 - 20
Tensions boil over as the Atlantis team scrambles to fortify the city against the coming battle with the Wraith.























