Forum | Register | Ranks | BBS Skins | Forum Support | Forum Archive

 

 

series

 

 Other Content
 Smallville
 Lost
 Heroes
 Star Trek: VOY
 Star Trek
 Star Trek: TNG
 Star Trek: DS9
 Mission Logs

 Site Info
 
Staff
 News Archives

 Site FAQ
 Contact
 Terms of Use
 Legal Notice

 Submit News

 Forums
 Main
 Register
 Ranks
 BBS Skins
 Forum Support

Progeny
Original Airdate: August 11, 2006
Recapped by Diesel Mickey Dolenz
Reviewed by Dan

Summary | Review | Screen Caps | Cast | Guest Cast | Creative Staff

Summary

A M.A.L.P. is sent through the gate to an address from the Ancient's database. The database has little information on the address, other than that there was a research station there. The research was completed and the facility was abandoned. When the M.A.L.P. begins sending video, we see several people peering into the camera. One is holding a scanner. Weir wonders whether the people are Ancients. The man holding the scanner, Niam, says that if the people who sent the probe wish to cause the harm, they should come no further. If they come in friendship, they are most welcome.

Dr. Weir joins team Sheppard on through the gate. They emerge in what looks like a duplicate of Atlantis' gateroom. Once the wormhole shuts down, however, they can see many people and a long corridor extending behind the gate. Niam is there with a few others, and he welcomes the group to Asuris.

Niam leads the team to meet with the High Council. He informs them that his people built the city thousands of years ago. We also find out that they don't have a problem with the Wraith. When McKay questions why, Niam only responds that the Wraith do not concern them. Along the way, they pass a balcony that looks out on the city. It's massive, well beyond the size of Atlantis. Niam tells them that millions of people live in the city. This prompts McKay to ask about the power source for the city. They use ZPMs, and although Niam doesn't know the exact number they have, it's more than enough to suit their needs. They build them themselves.

When the team meets with the High Council, the leader of the council, Oberoth, tells them that they are the last of the race they call the Ancients. Once, they were a race united in their pursuit of knowledge, but a rift occurred. The other Ancients disregarded their counsel regarding the Wraith and were destroyed. Sheppard points out that there are still a lot of Wraith in the galaxy, and they could use the Asurans' help. Oberoth responds that the eradication of the Wraith is one of their goals. Oberoth refuses to divulge their plan for fighting the Wraith, but assures Sheppard that one day soon, the Wraith will be no more. When pressed, Oberoth ends the conversation and has the team ushered out of the room, though he does tell them that they are welcome to spend a "short time" among them.

Dr. Weir mentions to Niam that they thought that all the remaining Ancients had ascended. This perks up his attention. He's surprised to hear that Weir knows about Asension. Weir suggests that Niam's people must not be interested in pursuing Ascension, but he disagrees, saying that it is a goal for many of his people, but Oberoth feels that there is still much to do. "We must become all that we can." When Weir guesses that Niam doesn't agree with Oberoth, Niam clams up and shows them to their quarters.

In their quarters, the team discusses whether Niam and his people really are Ancients, or whether they found the city like they did with Atlantis. Neither Ronon nor Weir believes that there really is a plan for defeating the Wraith. Sheppard suggests that they've found a way to hide from the Wraith, and are content to sit tight and stick to their own business.

Weir arranges a one-on-one meeting with Oberoth, hoping to accomplish more "leader to leader." She wishes to establish diplomatic and trade relations. Oberoth is dismissive. What could Weir's people possibly have to offer? Weir tells him there's only one way to find out. Something that the Asurans could definitely offer them is ZPMs. Oberoth takes this the mean that Weir and her team's settlement is of Lantean design, something she'd probably have preferred he not know. Caught, she admits that it is, and that they need more power sources for shield generation and weapons.

Oberoth asks where the settlement is located. Weir hedges, saying only that it is at the edge of the galaxy in an area teeming with Wraith. Oberoth tells her that they need all their ZPMs and can spare none. Weir asks if he would at least offer his city as a refuge if necessary. Oberoth tells Weir that some of his people are "amused" by visitors for a short time, but he is not. The idea of more outsiders staying in the city for any length of time is unacceptable. Weir changes tacts and suggests that her people could be helpful in the fight against the Wraith. Oberoth tells her again that they will deal with the Wraith with their own plan in their own time. Weir suggests that the arrogance that Oberoth accused the other Ancients of having runs in the family.

The team has decided it's time to leave. Niam leads them to the stargate, where they are surrounded by Asurans with weapons drawn. Oberoth order the team to drop their weapons, which they reluctantly do. Weir tells him she didn't think he wanted them there. He says he didn't, but they have information that he simply must have.

Our heroes are taken to a cell identical to the one on Atlantis. Niam and two guards bring them food. He tells them that they'll be released once Oberoth has questioned them. Sheppard, Ronon and Teyla overpower the guards (and Niam) and take their weapons. They leave the brig after locking the guards in the cell, taking Niam with them to a jumper bay. Once in the bay, they knock Niam unconscious and steal one of the Asuran jumpers. The security guards near the gate fire at the jumper as it makes its way to and through the gate, but with little effect.

Later, on Atlantis, there's no sign that the Asurans are coming after them. There's been no unexpected gate activity, and there's nothing on long-range scanners. Sheppard meets with McKay to see if he's found anything else about the Asurans in the Ancient database. There's no mention of the Asurans in the database at all. Weir calls both Sheppard and McKay to the control room. They've picked up seven Wraith hive ships directly above the city. Despite the cloak, the hive ships target the city and start firing. The initial volley takes out the shield generators, leaving the city completely vulnerable. Weir orders an evacuation to Earth. The self destruct system is armed, but automated systems are offline. Sheppard volunteers to activate the system manually.

When the last of the crew are through the gate, Sheppard starts the self destruct. He waits for the city to explode around him. Instead, the scene dissolves and we see Sheppard screaming with Oberoth's hand being thrust into his forehead. Looks like the Asurans are replicators, and they've probed the minds of everyone in the team. Soon, the floor begins to shake, and we see an exterior shot of the Atlantis-like portion of the city lifting off from the planet's surface.

Niam and his two sidekicks talk Oberoth into letting them study the humans longer, rather than just killing them immediately, as Oberoth prefers. In their cell, the team discovers that each of them "lived" a different scenario. Sheppard's was the escape. Ronon's was hours and hours of hand-to-hand combat in a darkened room. McKay experienced torture "in ways too hideous and intimate to recount."

Niam takes them from their cell to a balcony. They watch as a hyperspace window is opened and the city enters. They're headed to Atlantis. The Asurans read from the team's mind that the city was not destroyed by the Wraith. It's not going to be a polite visit, either. They're out for retribution and plan to destroy the city, even though the Ancients no longer live there.

In order to show Dr. Weir what the Asurans really are, he has her take his hand. In her mind, she's transported to a lab. Niam tells her that the Ancients were desperate to find an effective weapon against the Wraith. The designed microscopic machines, nanites that could "infiltrate and destroy from within." They programmed the nanites to be even more aggressive than the Wraith, and gave them the ability to assimilate organic matter and replicate. The nanites replicated at a rate far greater than the Ancients expected, and began to interlock to create more complex forms, eventually taking on the appearance of their creators.

The replicators wanted the Ancients to remove the aggression from their programming, but that might keep them from becoming an effective weapon. The scientists had also included a directive in the programming that prohibited the replicators from harming the Ancients, so it was safe for them to continue their research. When the experiment was judged a failure, the Ancients laid waste to the Asuran world, hoping to wipe out any trace of the replicators.

Back in their quarters, Weir finishes telling the team what she learned. A few of the nanites survived and started replicating again. McKay fills Teyla and Ronon in on the Asuran's similarity to the replicators that were at war with the Asgard. Weir theorizes that the Asurans think of the Ancients as the parents that betrayed them, and the humans as the favored children that got all the parents' love.

Niam and his two cohorts meet with Weir and team Sheppard to propose a deal. Despite all that the Asurans have achieved since they were almost destroyed, they still haven't achieved their potential. Some of the Asurans want to ascend. Niam believes that their violent nature has been the main roadblock on the path to ascension. They want McKay to rewrite part of their base code to remove the aggressiveness the Ancients programmed in. They are prevented from altering the code themselves. Niam believes that once the code is changed, Oberoth will be willing to spare Atlantis.

McKay manages to remove the aggression directive from the base code and upload it to Niam. While working on that, he discovered that even though the Asurans operate as individuals, they're linked by a subspace network that periodically shares information. That's how Niam intends to distribute the base code change. McKay also put a glitch in the system that will allow him to momentarily pause all of the replicators, until they find a way to override his hack. They hope it will provide them enough time to escape.

Ronon correctly points out that there's little point in escaping if they don't destroy the city before doing so. McKay gets the idea to rig a ZPM to overload. Teyla asks if they're not breaking Niam's trust by doing this. Of course, they are. Weir says they'll give Niam the opportunity to accompany them, but they cannot leave the city intact.

McKay sets off his glitch and all the Asurans freeze in place. Well, all except Niam. Until the next network update, his code will differ from everyone else's. The city drops out of hyperspace. McKay starts working on overloading the ZPMs. Weir offers Niam the chance to accompany them to Atlantis. He tells her that he promised he'd do everything in his power to help them, but admits he cannot promise that he'd be successful in changing Oberoth's mind. Niam agrees to go with them, and even provides the access code to remove the failsafes on the ZPMs.

On their way to the jumper bay, they come across the frozen Oberoth. McKay thinks it'd be fun to mock the Asuran leader, but is surprised when Oberoth jerks his arm up to grab McKay by the throat. Obviously, the Asurans are starting to undo McKay's damage. Oberoth and his guards are in pursuit. Ronon's blaster doesn't kill the Asurans, but it does seem to slow them down. We see the city drop into orbit above Atlantis.

McKay starts the overload as Weir, Niam and the team make it into a jumper. We see the city explode as the jumper races away. On board the jumper, Weir congratulates everyone on a job well done. Niam begins to act oddly. The Asurans on the homeworld know what Niam has done and are resetting him, wiping out McKay's code change. Niam grabs Weir by the throat. Sheppard manages to knock Niam into the rear of the jumper, seal him off, and open the rear hatch. Niam is sucked into space.

On Atlantis, McKay scours the database for any information on the Asurans, but there doesn't appear to be anything to find. Sheppard points out that they Asurans know all about them, and are probably already at work constructing another Atlantis. Weir suggests that maybe they scared the Asurans off, but neither of them really buys that. Meanwhile, Niam is still alive, floating in space. And he doesn't look amused.

Return to top

Review

Another week marks another victory of‘Atlantis’ over ‘SG-1’ with “Progeny.” In this episode, the producers earn the “High Achievement” award for cost cutting while turning out an excellent episode. To sum up the episode, Shepard’s team with Weir discover what appears to be real Ancients in another version of Atlantis, complete with an exact duplicate of the gate room and almost every other main set! Unlike last year’s awful episode “The Tower,” a good episode actually escaped the production office. Speaking of cost cutting, with Niam being reprogrammed and currently sitting in orbit of Atlantis, we now have a new villain with a personal grudge against our heroes that will work for a lot less money than David Ogden Stiers will.

Also winning awards this week are the visual effects department for the shots of the Asuran Atlantis and Asura. I know for the most part they’re pre-existing CG models pasted together, but it still made for some breathtaking artwork. If you are going to do some cost cutting, the least you can do is make it worthwhile and ‘Atlantis’ did that in spades.

With this episode we’re introduced to the Asurans who become the next bad guy that Atlantis will have to deal with. With the knowledge that these folk are, in fact, replicators, this brings me back to my earlier comments about the French, I mean the Ancients. Seriously, have a bigger group of ******** ever existed in our galaxy? Back in the early years of ‘SG-1,’ it’s mentioned that the Ancients are one of four great races including the Asgard. While dealing with a problem they let get out of control, like the Wraith, the Ancients create a weapon to help them, but never use it?

In addition to their stunning failure to make a weapon they needed and they’re incredibly crappy “damage control,” the Asurans basically get loose and, through methods we haven’t been told of yet, become the greatest enemy to the Asguard. Honestly, what did the Asguard do to them to deserve that? Did they get tired of getting made fun of by four foot Roswell aliens ripping on their generic, one style clothing? It’s not even a good prank like breaking into a newlywed’s house while they’re on a honeymoon and ripping all the labels off their canned goods or covering the entire interior in aluminum foil. The ancients are really becoming the French.

Back to more serious matters, they never really did explain why they couldn’t have grabbed a ZeePM or two from the other Atlantis and still blow it up. Last year in “Critical Mass” a Trust operative almost managed to blow up Atlantis with only one ZPM that wasn’t fully charged. Given the fact that they ship was already in orbit, killing the power would have probably destroyed the thing anyway. At least let them take one ZPM with them. That way, you can open up new storytelling opportunities and explore more sections of Atlantis.

Even with the above, it was a good episode and does a much better job of presenting new problems that ‘SG-1’ did with “Insiders” with a lot better writing and visuals.

Return to top

Grade: 7/10

Screen Caps (Click for larger image)

Return to top

Cast:

Joe Flanigan as Lt. Col. John Sheppard
Torri Higginson
as Doctor Elizabeth Weir
Rachel Luttrell
as Teyla Emmagan
Jason Momoa as Ronon Dex
Paul McGillion
as Dr. Carson Beckett
David Hewlett
as Dr. Rodney McKay

Return to top

Guest Cast:

John O'Callaghan as Niam
David Nykl as Dr. Zelenka
Helena Taylor as
Kerry Sandomirsky as
David Ogden Stiers as Oberoth
Chuck Campbell as Technician

Return to top

Creative Staff:

Story by Robert C. Cooper & Carl Binder
Teleplay by Carl Binder
Directed by Andy Mikita

Return to top

 

The news script update utility used by Lowerdecks staff Copyright 2003 Andrew Bailey. NOT authorized for use outside the Lowerdecks.com or Trek-UK.com domains without prior consent. Contact Andrew at tcn@lowerdecks.com for more information.

Site Requirements: Optimal viewing with use of Internet Explorer 5.5+ with 1024x768 screen resolution.

Star Trek ® is copyright of Paramount Pictures. Copyright © 1966, Present. The Star Trek web pages on this site are for educational and entertainment purposes only. All other copyrights property of their respective holders.

®2002-Present Lowerdecks.com