Episode
Justice League: Hearts and Minds (2)
Overview
Despero's followers attack and John is forced to use a gun when his ring becomes useless due to Despero's mental tampering. While John, Katma, and Hawkgirl are captured, J'onn, Kilowog, and Flash must try to deactivate the mystic flames and deprive Despero of his power.
Details
- Series
- Justice League
- Season
- Season 2
- Episode
- Episode 10
- Air date
- 2003-10-25
- Runtime
- 24 min
Episode context
Hearts and Minds (2) is Episode 10 in Season 2 of Justice League. It aired on 2003-10-25. The runtime is 24 min.
Previous / Next
Episode 9: Hearts and Minds (1)
John Stewart leaves on a mission to help his fellow Green Lanterns overthrow a intergalactic dictator with strange powers.
Episode 11: A Better World (1)
The Justice Lords, an alternate version of the League from a different dimension, capture their counterparts and plan to bring their own brand of justice to the new Earth.
More episodes from this season
Episode 8: Maid of Honor (2)
Batman and Wonder Woman move against Kasnia to prevent Vandal Savage from terrorizing the world with his orbital rail gun.
Episode 12: A Better World (2)
The Justice League must escape from their imprisonment at the hands of the Justice Lords and defeat their counterparts with the help of an unlikely ally.
Episode 7: Maid of Honor (1)
Batman and Wonder Woman find themselves enmeshed in the schemes of Vandal Savage to take over the small country of Kasnia and use its space program to blackmail the world.
Episode 13: Eclipsed (1)
A strange gemstone possesses all who touch it, turning them to evil...including Wonder Woman.
Episode 6: Only a Dream (2)
Four of the Leaguers are trapped in their dreams by Dr. Destiny - only J'onn and Batman can rescue them...if they don't fall asleep first.
Episode 14: Eclipsed (2)
The League discover the secret behind the "Black Heart" gem, but everyone except the Flash is possessed, and he must save the day before the sun is destroyed.
Episode 5: Only a Dream (1)
The Justice League must deal with a prison break, unaware that prisoner John Dee is using the distraction to gain access to an experimental ESP machine and gain the power to manipulate dreams.
Episode 15: The Terror Beyond (1)
After Aquaman frees Solomon Grundy, Hawkgirl and the Justice League are convinced that the Lord of Atlantis has gone rogue. But when the trail leads them to the mysterious Dr. Fate, they discover there is more to this strange partnership than meets the eye.
Episode 4: Tabula Rasa (2)
Even Superman is unable to defeat the android once it duplicates all of the League's powers. Only with the aid of J'onn, suffering a crisis of faith when he is overwhelmed by humanity's pettiness during a telepathic scan, can they turn Amazo against Lex.
Episode 16: The Terror Beyond (2)
With the initial ritual destroyed, the League, Fate, and Grundy must travel into the dimension of the Old Ones while Aquaman fights the invaders in the Earth realm.