ADVENTURE 1
ESCAPE THROUGH A CRACK IN TIME
(6
Episodes)
In a large, remote, coastal house,
a mother and father read rhymes to their daughter.
Downstairs, fourteen-year-old Rob
is doing his homework. One by one the clocks stop
and his parents vanish. Rob phones
the local policeman and, seconds later, Sapphire and
Steel arrive. They are menaced by
Roundhead soldiers and images of plague victims.
Sapphire becomes trapped in a painting
and Steel reduces his body temperature to
absolute zero to release her. Eventually,
together with another elemental called Lead,
they lure the enemy into the cellar.
Here the force is crushed out of the foundations of
the house by Lead. Sapphire and
Steel disappear and the parents return as though they
had never been gone.
ADVENTURE 2
THE RAILWAY STATION (8 Episodes)
At a disused railway station, the
Darkness is feeding upon the resentment of people who
have died prematurely. These include
a WWI private blown up on Armistice Day, three
workers suffocated in an experimental
submarine and a pilot killed one flight from being
demobbed. Together with an old ghost-hunter
called Tully, Sapphire and Steel attempt
to contact the beings. Sapphire
is taken-over by the Darkness and tries to kill Steel with
a bunch of flowers! Steel finds
himself trapped in barbed wire on a battlefield. Time is
advanced twelve days and Steel offers
a bargain to the Darkness conditional to it returning
time to its proper course and freeing
its victims. It accepts the last few years of Tully's life.
This makes Time itself resentful
thus providing the energy the Darkness needs.
ADVENTURE 3
THE CREATURE'S REVENGE (6
Episodes)
A couple from 1500 years in the
future occupy an invisible time capsule atop a modern-day
block of flats as part of an experiment.
Time is resentful that, in the couple's home time-zone,
man is the only animal not extinct.
It begins to menace the couple and their baby with
animal-derived products. The baby
is made to age into an adult and given the power to
age or regress material objects.
Sapphire and Steel are joined by Silver and confront this
changeling. Silver is sent into
the future and Steel destroys the changeling reverting it back
into a baby and returning Silver.
The agents track down the source of the disturbance - an
amalgamation of various types of
organic matter acting as the control centre of the capsule
- and Steel terminates the experiment.
ADVENTURE 4
THE MAN WITHOUT A FACE (4
Episodes)
Sapphire and Steel investigate an
old junk shop where the original landlord and a tenant have
disappeared. The new landlord is
a shapeless being who moves between time-zones via
photographs and has the ability
to imprison or release people from them. The agents find
out that the Shape was originally
released by the landlord's hobby of splicing together
photographs from different periods.
They discover the missing tenant, Ruth, trapped in
a photograph, but the faceless Shape
burns her alive within it. It then traps Sapphire
and Steel and they are only saved
by the bravery of a stripper called Liz. Eventually,
the Shape is trapped in a kaleidoscope
and placed on a sinking ship.
ADVENTURE 5
Dr. McDEE MUST DIE (6 Episodes)
Lord Arthur Mullrine organises a
party to celebrate the fiftieth anniversary since his
business partnership began with
the late Dr George McDee. During the party, time rolls
back fifty years and guests who
were not alive at that time are systematically murdered.
The late Doctor McDee arrives at
the party and Sapphire and Steel realise that the events
of the night of his death are beginning
to recreate themselves. It transpires that McDee
had invented a lethal virus that
could destroy all humanity. However, before this could
happen he was shot by a jealous
lover. Time has occupied the body of the lover and is
attempting to arrange events such
that McDee survives to accidentally unleash the virus.
Sapphire and Steel ensure that he
is, indeed, killed by the lover and his body and the virus
are consumed in a fire.
ADVENTURE 6
THE TRAP (4 Episodes)
Sapphire and Steel arrive at a deserted
service station and meet Silver. A couple from 1948
arrive together with an old man
from 1925 and a travelling player from 1957. The agents
are suspicious as to the lack of
interest shown by the couple in the modern trappings of
the petrol station and the strange
unused condition of the musician's tambourine. The
strangers are revealed as Transient
Beings, enemies of Sapphire and Steel, who have
escaped entombment in the past using
a device called a Time Box. They use the Time
Box to dispose of Silver and trap
Sapphire and Steel in the petrol station, now floating
through the infinity of space. They
are trapped forever. |