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Stargate: InfinitySeason 1    

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  • Decision
    When Tlak'kahn warriors invade Stargate Command to seize what may be a long-dormant Ancient, teen-age Stargate trainees Stacey, Ec'co, Harrison, and Seattle have moments to make a decision that will change the rest of their lives.

  • Double Duty
    Gus has to choose between his duty to Stargate Command and his feelings of personal responsibility when he suspects that he has inadvertently infected an alien village with a deadly microbe.

  • The Best World
    The team finds a "signpost" that could guide them to the home planet of the Ancients, and Harrison finds himself "owned" by a disgusting female alien - but both of them may not be what they appear to be.

  • Coming Home
    Gus and Ec'co go to the home planet of Ec'co's mother to learn more about the Tlak'kahn, who have been attempting to subdue it for 20 years. Ec'co is surprised during his "homecoming," to the planet that his mother spoke of with such love, to discover that though he looks like the native people they are prejudiced against him as a "half-breed alien," much as the Earth families were when he was growing up. While Ec'co proves himself to his mother's countrymen, and he and Gus get crucial information about the Tlak'kahn enemy, Ec'co's real discovery is a new definition for the word "home."

  • Mentor
    Gus and the trainees encounter a former SG team leader whose free-wheeling style inspired Gus as a young officer. But Gus is in for a shock when his friend betrays Gus and the trainees to Da'kyll.

  • Hot Water
    When Gus and the trainees jump through to a planet almost completely covered with water, Harrison can't resist bragging about his swimming ability. The boasting backfires when one of the local amphibious aliens hears about it and forces Harrison into a dangerous underwater race.

  • Phobia
    While exploring a new world, Stacey mistakenly injures a friendly spider-like alien, making a bad decision based on her fear of spiders. She must overcome her prejudice and fear to undo the harm she has done and save the SG team and the alien spiders' village from the Tlak'kahn.

  • Can I Keep It?
    Trouble comes when Seattle adopts a cuddly alien creature as a pet, only to have it grow overnight into a 200-pound rambunctious, noisy, annoying problem.

  • Who Are You?
    When the SG team visits a planet inhabited by alien shape-shifters, only their knowledge of each other's character allows them to distinguish the real team members from the shape-shifters impersonating them.

  • Greed
    Because the trainees are off searching for diamonds, Gus and Draga are captured by alien bounty hunters. When the bounty hunters begin fighting over the reward, Draga learns the power of greed, and the Trainees learn that some things are worth more than money.

  • Stones
    The Stargate team meets aliens who use meditation, exercise, and native stones to enhance their martial arts skill. When Stacey loses a match and tries to use the Mandros stones to enhance her strength and ability, she becomes addicted to its powerful effects on a human and endangers herself and others.

  • Initiation
    Separated from the others on an island paradise, Harrison finds himself in the unaccustomed role of the voice of reason as he tries to help an alien youth resist peer pressure during a dangerous tribal initiation.

  • Mother Of Invention
    Ec'co learns the dangers of lying when he falls for a clever female inventor who deceives him with lies in order to obtain their advanced technology.

  • Reality
    Gus and Seattle go into an alien VR system where the real society has deteriorated due to its preoccupation with the virtual one.

  • Museum
    The gang come through the Gate on the Great Wall of China...in a large museum. After exploring, and listening to Gus Bonner's "boring" speeches about history, the group runs afoul of both Julius Caesar's and Napoleon's robot armies.

  • Us And Them
    The team arrive on a planet where the natives bear a extremely strong resemblance to Draga. They are contemptuous of "rock crawlers" but Draga is drawn to them. But when the Tlak'khan show up the locals' powers serve no good. The team helps them and gives them a measure of understanding of other cultures.

  • The Face Of Evil
    The team arrives on an ice planet and intervenes in a fight between the Tlak'khan and the native Ursons. They win the day for the natives but begin to suspect all isn't as it seems. Seattle follows a young Tlak'khan to a hidden city while Gus interrogates the prisoners who it turns out are farmer/refugees. The team realizes the Ursons are in the wrong and turn against them to help the Tlak'khan farmers.

  • The Key
    The team arrives on a civilized high-tech planet, Rokari, where they determine a comet is heading for the world they're on with only 60 hours to spare. The local government, the Commonality, don't believe their warning and state they have outgrown written and recorded language. The team break out a member of an underground resistance that distributes writing and leads them to a hidden library with info on how to use the planet's defense system. Harrison manages to figure out the language and the team activates the defense system, the Commonality sees the value of writing and everything turns out well.

  • Chariot Of The Sun
    The team finds a ship capable of returning them to Earth, but it's a deadly trap.

  • The Answer
    The team helps a scientist working on a project for universal telepathy.

  • The Look
    The team arrives on a resort-type planet where the locals are obsessed with fashion accessories to the point of endangering themselves. They befriend Rikell and the women and Harrison helps her to gather some ferns to make a fashion statement and run afoul of the local wildlife. Meanwhile, a mercenary attacks the team up above and grabs Draga. The others get clear with Harrison's scientific knowledge and catch up to rescue Draga. The team gets enough of the ferns from the merchant that helped out the mercenary to let Rikell make an outfit but she realizes she doesn't need a fancy outfit.

  • Feet Of Clay
    The team find themselves on a plant of locals who worship and emulate the Tlak'khan but are suffering from a plague. Draga cures as many as she can but the leader, Mek'rod, insists they are the Tlak'khan and follow their ways, but eventually acknowledges the Tlak'khan merely provide them with help. Ec'co comes up with a cure for the plague while the Mar'dan elders summon Da'kyll and his men who tell the Mar'dan to obey them and lure the team into a trap. The Tlak'khan abandon the Mar'dan to the plague and Mek'rod turns against them. The team breaks free only to enter a trap, but the Mar'dan turn against the Tlak'khan and drive them off.

  • The Natural
    The team arrives on a planet where Harrison has to work with a group of flying aliens who are superior flyers.

  • Big Mistake
    The team arrives on a desert planet in the middle of a sandstorm and meets Mashuma of the Mo'Tai people and his tribe. Seattle leads the group in helping the Mo'Tai find buried water and then finds an irradiated rock that could be used to power the pumps but Seattle soon becomes impatient to help and uses full power, setting off a quake but finding a huge energy rock and a energy sphere that unleashes memories for Seattle of how her father refused to admit his mistake in moving away from their home to the city. Seattle continues and is injured during an excavation but is more determined than ever. Another energy sphere escapes and heads for the village and Ec'co figures out how to trap it long enough for Draga to establish communication with the creature and determine its want to return home to the energy-rocks. Without the rocks, the team comes up with a way to use windmills to run the pumps.

  • The Illustrated Stacey
    The team arrives on a planet and helps the native Ner'alds against an energized dragon-creature - a late arriving Harrison manages to knock it out. Stacey and Seattle admire the locals' markings and the guys end up teasing Stacey into getting a marking. It turns out that the paint is made of microbes and they start spreading on Stacey. They're not toxic, but will cover her entire body. They need a stream with mud to make a removal salve but another energy-resistant creature attacks - Gus takes Stacey while the others hold off the monster. Avoiding a variety of dangers, Gus and Stacey make it just in time but the stream has dried up. A persistent bug creature that has been following them finally latches on to Stacey and sucks off the microbe.

  • The Long Haul
    The team decide to return to Earth but when they arrive, the shapeshifter Nephestus sets them up.
  •  
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