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Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

Series: Deep Space Nine, No. 6
Author(s): Lois Tilton
Publication information
Published: Paperback - August 1994
Pages: 280
ISBN: ISBN 0671881175
Date: 2370



From the back cover: Ambassadors from all over the Federation have assembled on Deep Space Nine for a conference that will determine the future of the planet Bajor. Keeping dozens of ambassadors happy is hard enough, but when hidden terrorists start blowing up the station, Commander Benjamin Sisko must track a hidden enemy who strikes at will. Then things get even worse: A new Cardassian commander arrives, demanding the return of Deep Space Nine to the Cardassian Empire. With Deep Space Nine now a dangerous minefield, Sisko must defuse a situation that threatens the very existence of the planet Bajor.


Various species are visiting Deep Space Nine for a conference to negotiate for access to potential markets in the Gamma Quadrant accessable via the newly discovered Bajoran Wormhole. The conference, however, is being threatened by a wave of bombings, presumably by a Bajoran faction, which are taking place on the station.

At the same time the Cardassian government, declared traitors for abandoning the wormhole, has been toppled by a coup, and a Galor class starship under the command of one Gul Marak has arrived on the station, demanding the return of Terok Nor, the handover of which they claim was illegitimate as it was conducted by the "traitor's" government. A conflict over the issue is averted temporarily, but soon Marak is complaning that one of his crew has taken refuge on the station and is demanding his return.

All the while the bombings continue, and an ultimatum by the apparent culprits is given to the station commanders, evacuate within 72 hours or be destroyed.



Benjamin SiskoKira NerysOdoJadzia DaxMiles O'BrienJulian BashirQuarkJake Sisko


DukatElim GarakNogKeiko O'BrienRom


AmranBeratBojja RiynGelia TorlyHalekHnada DelsJas-qalJatteraKulatLeirisMarakOccinoPhongsitReis Ilen


KarelLokBenjamin MaxwellJean-Luc PicardQTal



Deep Space 9Operations centerPromenadeQuark'sReplimatStation commander's office
Referenced only 
Farside StationIrelandPort HorrthaSetlik III


USS Rio GrandeSwift Striker
Referenced only 
USS Enterprise-DUSS PhoenixUSS RutledgeUSS Saratoga

Starship classes



Referenced only 

States and Organizations

Bajoran MilitiaBajoran Provisional GovernmentKohn-MaLoyalty Investigation BoardRevancheStarfleetUnited Federation of Planets
Referenced only 
Shakaar resistance cell


Antideuterium • Cardie • DaboDreadnought • Dress uniform • Engineering tricorder • FarkFederation-Cardassian Treaty of 2366Ferengi Rules of AcquisitionFlakkFleet AdmiralFrakk • Holosex • HolosuiteIrish • Irish ale • Kanar • Kenyan coffee • Mavarian stout • NeutrinoOccupation of BajorPrime DirectiveReplicator • Rigellian brandy • Setlik III Massacre • Station log • SubofficerSynthale • Synthesizer • Yellow alert

Related stories

  • Sisko recalls punching Q in "Q-Less". O'Brien recalls the events of "The Wounded".
  • The Revanche party are also mentioned in Valhalla.


published order
Previous novel:
Fallen Heroes
DS9 numbered novels Next novel:
chronological order
Previous Adventure:
Engines of Destiny
Pocket Next Adventure:
Future Shock
15th entry
Previous Adventure:
Deep Space Nine Adventures Next Adventure:
The Homecoming

This article uses material from the "Betrayal" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010
(Redirected to Betrayal Timeline article)

From EQ2i, the EverQuest II wiki

Betrayal is your way of changing your character's alignment. In doing so, you will choose a new city of the opposite alignment to call home. You may also be forced to change your character class in the process. Whether you change class or not, your spells and abilities are permanently reset. This means you will lose your hotkey setup even if you don't switch classes; it may be wise to /savehotkeys name.txt before betraying and then use /loadhotkeys name.txt afterwards to restore them.

Betrayal is a three-step process:

  1. First you will disavow yourself from your current city, and become neutral and Exiled. See How to Betray Your City.
  2. After being exiled, you will undertake the tedious process of earning faction for the city of your choice. See How To End Your Exile.
  3. Finally, having gained the favor of your new city, you can do a short set of quests to become a citizen. See Earning Your Citizenship.

The home cities and their alignments are as follows:

Good Cities
Evil Cities
Neutral Cities
Neriak, City of Hate

A few notes about betrayal:

  • It is easy to switch citizenship between cities of the same alignment. Do not betray if this is your goal. Go to the Citizenship Timeline instead.
  • Maj'dul doesn't require betrayal. See how to become a resident.
  • You can betray your city at any time after level 10, although it is definitely easier after level 20.
  • There is no limit to how many times you can betray cities and switch alignments.


The Cost of Betrayal

Once you complete the betrayal quests for your current city, you will be transported to the Exile underground village of Haven, which is the meager home of all exiles. Your Call of... ability will have been replaced with Call of Haven.

You can remain an exile indefinitely. However, if you wish to gain citizenship with another aligned city, then you have a lot of work to do. Before you can attempt the citizenship quests of the city in which you wish to live, you need to gain faction with that city. To do this, see the How To End Your Exile section below.

You also receive the unchangeable suffix title The Exiled, until you obtain citizenship again.

Changing Subclass

When you change alignment, you may also have your subclass changed. For example, if you were a Shadowknight in Freeport, you will become a Paladin when you join Qeynos. You are still a Crusader, but you have gone from an evil crusader to a good crusader.

Good and Evil Classes

Of the 24 classes, 16 classes are distinctly good or evil. On PVE servers, betraying will force you to change subclass to match your destination city's alignment. This means that on PVE servers, there can be no Evil classes living in Good-aligned cities and vice-versa. See the chart below for subclass alignment changes. However, on PvP servers, you are not forced to change subclass when you betray to city of a different alignment. So on PVP servers, an evil class character can be based in a Good-alignment city and vice-versa. (This rule was put into effect on PVP servers with Update 48.)

Good Classes Evil Classes
Change to corresponding evil class after betrayal* Change to corresponding good class after betrayal*
Monk becomes Bruiser
Paladin becomes Shadowknight
Illusionist becomes Coercer
Conjurer becomes Necromancer
Mystic becomes Defiler
Templar becomes Inquisitor
Ranger becomes Assassin
Swashbuckler becomes Brigand
* Alignment restriction applies on PVE servers only.

Neutral Classes

The only classes that are not forced to change subclass when betraying on PVE servers are the neutral classes. Neutral classes are offered the choice to change subclass or stay the same.

Neutral Classes
Choose either neutral class within archetype after betrayal
Berserker or Guardian
Warlock or Wizard
Fury or Warden
Dirge or Troubador

Spells Reset to Apprentice I

When you are about to undertake the final quest to leave your starting city, you will be given a warning that your combat arts and spells will reset to Apprentice I level. However, they are not actually reset until you finish the final step to join your new city. Your combat arts and spells will be reset even if you don't change your subclass.

What About My House?

If you had a house in your old city, then it remains there (basically inaccessible to you) while you're in Exile. When you gain citizenship and buy a new house in your new city, all of your furniture will automatically move to your new house in a moving crate.

If you really want to use your house while Exiled, then you have limited options. There isn't any housing in Haven, but you could move your house to Maj'Dul if you have gained enough faction there.

How to Betray Your City

In each of the aligned cities of Norrath, disaffected individuals can be found. These traitors will, with a little encouragement, involve you in their little domestic terrorist agendas. This will eventually bring you into conflict with the local authorities, resulting in your expulsion from the city.

Betraying Qeynos

Sprockfuddle in Qeynos Harbor at ( 894.23, -31.8, 28.47 ) /waypoint 894.23, -31.8, 28.47 in the hidden room with the Black Market broker.

  1. Trade Secrets - You must be at least level 10.
  2. The Concordium's Delivery
  3. Unlocking the Plans
  4. Destroy the Qeynosian Shield Generators

Betraying Freeport

Izzay in West Freeport at ( 304, -3, 90 ) /waypoint 304, -3, 90 in the Blood Haze Inn. Izzay is a Ratonga.

  1. Listening in for Qeynos - You must be at least level 10.
  2. Timing the Night Shift
  3. Resetting the Militia
  4. Destroy the Weapons Cache

Betraying Kelethin

Saelir Varryn in Kelethin at ( 220, 112, 404 ) /waypoint 220, 112, 404

  1. Saelir's Plan: Necessary Components
  2. Saelir's Plan: Stealing the Declarations
  3. Saelir's Plan: The Sul Spheres
  4. Following Through

Betraying Neriak

Matteus Gaines - save him from the 2 thugs (Scales) in an alley beside the residence Inn in The New Foreign Quarter.

  1. Taking a Different Path - (Scales)

Magister De'Pater in The Spires of Innoruuk

  1. Document Retrieval (Scales)
  2. Rescue the Reverend (Scales)
  3. Escape the City (Scales)

Betraying Gorowyn

Citizens of Gorowyn don't actually betray that city. Instead, you would switch your citizenship to either Freeport or Neriak first. To switch to Freeport:

  • Speak with the Ambassador in Gorowyn and indicate that you'd like to move to Freeport.
  • Take the papers to the Ambassador at the Freeport Militia House found in West Freeport.
  • You can now begin the process of betraying Freeport.

Or, you can become a citizen of Neriak by completing the citizenship quests there, and then betray Neriak.

How To End Your Exile

This section applies to people who have betrayed their city and become an Exile.

After You've Betrayed...

So you betrayed your city, got kicked out and sent to Haven. You may choose to remain as an exile, and unwelcome in ANY of the aligned cities, or you can choose a city and work to gain faction until they will accept your application for Citizenship. You can even go back to the city you betrayed - but you'll have to earn just as much faction regardless!

Earning Acceptance with Qeynos

You must raise your faction with the City of Qeynos to the point (10,000:Amiable) where the city guards will not kill you on sight. Do this by performing the quests in the Qeynos Faction Timeline.

Once your faction with the Qeynos is at +10,000 (amiable) or higher, Gil McMartin will offer you a new quest to go talk to Vishra outside the Concordium Tower in South Qeynos. At this point, the Qeynos guards are no longer hostile to you though you are not a citizen yet.

Vishra outside the Concordium Tower in South Qeynos

  1. Becoming a Citizen of Qeynos
  2. The Fulfillment of Dreams
  3. Quieting Discontent
  4. Freeport to Qeynos - Acceptance

Earning Acceptance with Freeport

You must raise your faction with the City of Freeport to the point (10,000:Amiable) where the city guards will not kill you on sight. Do this by performing the quests in the Freeport Faction Timeline.

Once your faction reaches 10,000 or higher, Gol M'Tun will offer you a new quest to go talk to Matthias Siegemaker ( -82,-7,-183 ) in the Temple of War in North Freeport. At this point, the Freeport guards are no longer hostile to you though you are not a citizen yet.

Matthias Siegemaker in the Temple of War in North Freeport

  1. Becoming a Citizen of Freeport
  2. Learning Your Place in Freeport
  3. Ending the Revolution
  4. Qeynos to Freeport - Acceptance

Earning Acceptance with Kelethin

Once you have completed the Betrayal quests and have been sent to Haven, go to Greater Faydark and speak to Gibrien Marsden near the Kelethin stables. You will do Gibrien's quests numerous times to build up faction. Once you have enough faction, you'll receive the Citizenship quest.

Gibrien Marsden on Green Knoll at ( 594, 45, 78 ) /waypoint 594, 45, 78

  1. Considering Kelethin (20)
  2. Repeatable community service quests for City of Kelethin faction
    • Kelethin: Much Ado About Mushrooms (20)
    • Kelethin: Hatchling Release (20)
    • Kelethin: Up in the Sky (20)
    • Kelethin: Basic Forestry (20)
    • Kelethin: Basic Biodiversity (20)

Once you raise your faction with Kelethin to the point (10,000:Amiable), you can do the final quest:

  1. Kelethin: Citizenship (20)

Earning Acceptance with Neriak, City of Hate

Once you have completed the Betrayal quests and have been sent to Haven, go to Darklight Wood and talk to Phaerdriira Z'Zea'Val at ( -402, -50, -8 ) /waypoint -402, -50, -8 or Drizas N'Ryt at ( -397, -50, 6 ) /waypoint -397, -50, 6 to start the Neriak, City of Hate citizenship quests. Phaerdriira gives you several quests one after another, and Drizas will give you a choice between six repeatable faction quests that can only be taken one at a time. The requirements for these repeatable quests are random for each repetition. These quests all scale to match your current level. The mobs for the quests that Phaerdriira offers also scale to your level, but the mobs for the repeatable quests that Drizas offers do not scale.

Phaerdriira Z'Zea'Val <Neriak Contact> - Quest Chain

  1. Neriak Bounty: House V'Kenate slave
  2. Neriak Bounty: House K'Frerahel slave
  3. Neriak Bounty: Antdrin R'Viniath
  4. Neriak Bounty: Phyriara N'Rhirae
  5. Neriak Bounty: Kazek
  6. Neriak Bounty: Denter Lepidus
  7. Neriak Bounty: Jabbuk T'Ziate
  8. Neriak Bounty: Faerz'un'arr N'Viurden
  9. Neriak Bounty: Quargos De'Vazin
  10. Neriak Bounty: Elghinyrress Do'Texith

Drizas N'Ryt <Neriak Contact> - Repeatable Quests

Once you raise your faction with Neriak, City of Hate to the point (10,000:Amiable), either Phaerdriira Z'Zea'Val or Drizas N'Ryt will offer you a new quest Becoming a Citizen of Neriak.

Notes: The mob for Neriak Bounty: House K'Frerahel slave and the rocks for the first part of Exile to Neriak - Sun Dazzled Vamps are near each other. The mob for Neriak Bounty: Antdrin R'Viniath and the vampires for the second part of Exile to Neriak - Sun Dazzled Vamps are also near each other.

Earning Acceptance with Gorowyn

You cannot earn faction with Gorowyn while you are exiled. To become a citizen of Gorowyn, you must first become a citizen of Freeport or Neriak. Note that it is much easier to earn faction with Neriak than with Freeport. For this reason, good characters who seek to become Gorowyn citizens are advised to take the following steps:

  1. Betray and become an Exile
  2. Earn faction with Neriak
  3. Switch your citizenship to Freeport
  4. Switch your citizenship to Gorowyn

Earning Acceptance with Maj'Dul

You cannot actually betray to Maj'Dul, but you can live there, if you like. If you're Exiled, then this is your only option to buy a new house. Maj'Dul has all of the city services that are lacking in Haven, and is closer to the travel hubs.

Once you earn access to one of the three Courts in Maj'Dul, you can buy a Maj'Dul Residency License which is required to purchase a house. Completing Becoming a Resident of Ro will earn you an extra ability, Call of Ro. You do not have to live there to get Call of Ro, but it is a good idea to have it if you intend to live there.

  1. Do the quests in one of the Faction Quests series of the Sinking Sands Timeline to gain faction with one of the 3 Courts.
  2. Continue with Faction Quests in the Maj'Dul Timeline until you have sufficient faction to gain entrance to a Court.
  3. Complete your residency by completing the following steps:

This article uses material from the "Betrayal Timeline" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

(1 vote)
Were you looking for Two Betrayals, the eighth level in Halo: Combat Evolved?

In Halo multiplayer terminology, a betrayal occurred when a player killed their teammate during a team match. The act of deliberately betraying one or more teammates is referred to as teamkilling.


In order for a betrayal to occur, the betraying player must be completely responsible for the death of his or her teammate. Enemy players must play little or no role in the act. For example, if two players on opposing teams are battling each other, and a third player accidentally kills his already-damaged teammate with a grenade, it will not be counted as a betrayal, and the enemy will be credited with the kill.

Most betrayals occur with the use of explosives, as a result of unanticipated splash damage. Almost all betrayals occurring without splash damage are deliberate, though there are exceptions -- for example, a player may betray a teammate if, while taking a Warthog over a Man Cannon on Halo 3's map Valhalla, they land on their partner.

In Halo 2, deliberate teamkillers are a great hassle to deal with, as such an offense was not ban worthy. In Halo 3, a new option called "Betrayal Booting" was introduced; players that commit too many betrayals can be booted by their most recent victim even during matchmade games, with the teamkiller also receiving an EXP penalty. In Custom Games, "Betrayal Booting" can be set manually, to decide how many betrayals must occur before the player is booted. In most Matchmaking games, the betrayal count is set to two.

In Halo: Combat Evolved

In Halo: Combat Evolved, there were four kinds of settings for Friendly Fire in a team game. The usual settings, "on" and "off", were available, and had the expected effects: enabling and disabling all betrayals. There were also two other settings, called "shields only", and "explosives only", which are quite self explanatory.

Note: shields only means shields only. However, the following two rules hold true:

  • If you are splattered by a teammate in a vehicle, interestingly enough, you will only lose your shields.
  • If you lose your shields by your teammate and you then get killed by an enemy, the result may be classified as a betrayal.
  • If you stick/shoot teammate with a Needler (enough to cause an explosion) and stay in a casualty radius, resulting in your death, your teammate will be marked as having betrayed you.

This article uses material from the "Betrayal" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Deceptions and cons article)

From Lostpedia

Sawyer working a con ("The Long Con")

Deceptions and cons have been made by nearly every main character in the storyline of Lost and have become an integral part of the mystery of the show.



Ana Lucia

Character Deceptions/Cons
Ana Lucia Cortez


Charlie Pace


Hugo "Hurley" Reyes


Jack Shephard


Katherine "Kate" Austen


Michael Dawson


James "Sawyer" Ford


Sayid Jarrah


Shannon Rutherford
  • Convinced Boone that her boyfriend Bryan was beating her so that Boone would pay off Bryan to leave her, and they could split the money. But her plan backfired when Bryan took the money and left. ("Hearts and Minds")
  • Re-established her connection to Boone, her stepbrother, by sleeping with him. ("Hearts and Minds")
  • Feigned interest in Charlie so that he'd catch a fish for her. ("Walkabout")


Sun-Hwa Kwon


Walt Lloyd

Nikki and Paulo

Paulo and Nikki

Flashback characters

Character Deceptions/Cons

Anthony Cooper

Anthony Cooper
  • Conned James Ford's parents under the name Tom Sawyer.
  • Used Locke's mother to con him into giving away his kidney.
  • Is a professional con man.
  • Faked his own death to escape his creditors.
  • Used Locke again in a money-transfer scam.
  • Failed at conning Mrs. Talbot in a wedding con.


Cassidy Phillips
  • Fledgling con woman, trained by Sawyer as part of a long con.
  • Began by convincing people at gas stations to buy fake jewelry.
  • Conned the authorities into revealing themselves by impersonating Kate.

Eddie Colburn

Eddie Colburn
  • Undercover police agent who pretended to be a hitchhiker drifter to befriend Locke.
  • Secretly operated a sting to uncover Jan and Mike's marijuana-growing operation.

Dr. Je-Guy Kim

Dr. Je-Guy Kim
  • Told Jin and Sun while they were together in his doctor's office that Sun was incurably infertile due to advanced endometriosis.
  • Later accosts Sun when she is on the street alone to tell her that he had lied and Jin was the infertile one.
    • Claims that he couldn't tell him, for fear that an employee of Mr. Paik would want retribution if he gave him such news.
  • Unknown motivations, and unknown which version was a lie at this point.




Kelvin Joe Inman
  • Led Sayid to believe he couldn't speak Arabic so that Sayid would torture Tariq.
  • Got Desmond to live with him in the Swan for years and believe in the Sickness, when he himself did not.
  • During this time, secretly fixed Desmond's boat (the Elizabeth), in the hopes of escaping the Island and leaving Desmond to push the button.

Richard Malkin

Richard Malkin
  • Originally read Claire's fortune as a psychic, and told her that her baby was in great danger if she did not raise it herself.
  • Later gave her the option of meeting with a mysterious couple in L.A. who wanted to adopt the baby and give her money
  • When he met Eko he told him he was not psychic, but pretended to earn a living.
  • Unknown motivations, and unknown which version was a lie at this point.

Sam Austen

Sam Austen
  • Always knew that Kate was not his biological daughter, but let her believe otherwise.

The Others

We did all this because the only way to gain a con man's respect is to con him. And you're pretty good, Sawyer. We're a lot better. -- Benjamin Linus ("Every Man for Himself")

Character Deceptions/Cons

The Others

The Others
  • Took great lengths to appear as primitives to the Losties.
    • Tom's fake beard.
    • Dirty clothes, later revealed to be costumes.
    • Fishing village with a fake hatch door.


Benjamin Linus


Ethan Rom
  • Pretended to be a crash survivor to infiltrate the group on Ben's orders.


  • Pretended to be a tail-section survivor to report on them.


Juliet Burke
  • Took part in Ben's plan to "break" Jack, using her own resemblance to his ex-wife Sarah.
  • Gave Jack a speech about the importance of saving Ben's life, while simultaneously playing him a video of herself holding cue cards asking Jack to play along but then kill Ben during the surgery. ("The Cost of Living")
  • Attempted to manipulate Kate into thinking they were "in it together" by handcuffing herself to her and putting her out in the jungle. ("One of Us")
  • Agreed to infiltrate the survivors for Ben and collect information on the pregnant women among them. ("One of Us")
  • Double-crossed Ben and told Jack about the planned raid on the beach camp by the Others. ("Greatest Hits")


Mikhail Bakunin



Other characters

Character Deceptions/Cons

Jacob's enemy

Jacob's enemy

The pros of cons

The following are all, or have been, professional con artists:


The following episodes have a strong focus on deception and cons:

This article uses material from the "Deceptions and cons" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

This article is about the book in the Legacy era. For more uses of Betrayal in Star Wars titles, see the disambiguation page.

Aaron Allston

Cover artist

Jason Felix

Publication information

Del Rey

Release date

May 30, 2006

Media type



387 (438 for paperback)




Legacy era


40 ABY


Legacy of the Force

Preceded by

Dark Nest III: The Swarm War

Followed by


Betrayal, by Aaron Allston, is the first of nine novels in the Legacy of the Force series. Released on May 30, 2006, it was the first novel to take place in the Legacy era. The audio version was narrated by Marc Thompson.

The paperback version came out May 2007, and included two short stories by Karen Traviss, "In His Image" and "A Two-Edged Sword", as extras.

Del Rey Books made it available for free online for a limited time as a PDF download, an audiobook, an Amazon Kindle book, and a Sony e-Reader book on April 29th, 2008.



Publisher's summary


Back cover

A dark enemy stalks Luke Skywalker and the Jedi.

A devastating war threatens the galaxy.

A dangerous destiny summons Jacen Solo.

Internal flap

This is the era of Luke Skywalker's legacy; the Jedi Master has unified the order into a cohesive group of powerful Jedi Knights. But as the new era begins, planetary interests threaten to disrupt this time of relative peace, and Luke is plagued with visions of an approaching darkness. Evil is rising again—out of the best intentions—and it looks as if the legacy of the Skywalkers may come full circle. Honor and duty will collide with friendship and blood ties as the Skywalker and Solo clans find themselves on opposing sides of an explosive conflict with potentially devastating repercussions for both families, for the Jedi order and for the entire galaxy.

When a mission to uncover an illegal missile factory on the planet Adumar ends in a violent ambush—from which Jedi Knight Jacen Solo and his protégé and cousin, Ben Skywalker, narrowly escape with their lives—it's the most alarming evidence yet that sparks of political unrest are threatening to ignite into total rebellion. The governments of numerous worlds are chafing under the strict regulations of the Galactic Alliance, and diplomatic efforts to enforce compliance are failing. Fearing the worst, the Alliance readies a preemptive display of military might in a bid to bring the rogue worlds to heel before an uprising erupts. The designated target of this exercise: planet Corellia—renowned for the brash independence and renegade spirit that have made its favorite son, Han Solo, a legend.

Something of a rogue himself, Jacen is nevertheless duty bound as a Jedi to stand with his uncle, Jedi Master Luke Skywalker, on the side of the Galactic Alliance. But when the wary Corellians launch a counterstrike, the Alliance's show of force—and a secret mission to disable Corellia's crucial Centerpoint Station—give way to an armed skirmish. Once the smoke clears, the battle lines are drawn. Now the specter of full scale war looms between a growing cadre of defiant planets and the Galactic Alliance that some fear is becoming a new Empire. And even as both sides struggle to find a diplomatic solution mysterious acts of treachery and sabotage threaten peace efforts at every turn.

Determined to root out those behind the mayhem, Jacen follows a trail of cryptic clues to a dark rendezvous with the most shocking of revelations—while Luke grapples with something even more troubling: dream visions of a shadowy figure whose Force power and ruthlessness remind him of Darth Vader—a lethal enemy who strikes like a dark spirit on a mission of doom. An agent of evil who, if Luke's visions come to pass, will bring untold pain to the Jedi Master—and to the entire galaxy.


"Betrayal blasts off a new string of adventures starring beloved Star Wars familiars. . . .this new installment should please Star Wars fans."
―Publishers Weekly

Honor and duty collide with friendship and blood ties as the Skywalker and Solo clans find themselves on opposing sides of an explosive conflict.

When a mission to uncover an illegal missile factory on the planet Adumar ends in a violent ambush—from which Jedi Knight Jacen Solo and his protégé and cousin, Ben Skywalker, narrowly escape with their lives—it's the most alarming evidence yet that political unrest is threatening to ignite into total rebellion. The specter of full-scale war looms between a growing cadre of defiant planets and the Galactic Alliance that some fear is becoming a new Empire.

Determined to root out those behind the mayhem, Jacen follows a trail of cryptic clues to a rendezvous with the most shocking of revelations. Meanwhile Luke grapples with something even more troubling: dream visions of a shadowy figure whose Force power and ruthlessness remind him of Darth Vader. If Luke's visions come to pass, they will bring untold pain to the Jedi Master…and to the galaxy.


  • Excerpt from Random House

LFL timeline of book

"BETRAYAL begins approximately 4 months into year 40 ABY (based on a 12-month/368-day calendar)...something like 122 days into year 40 ABY."
Sue Rostoni


Day 1: Jacen Solo and Ben inspect the Dammant Killers company on Adumar.

Day 7: Wedge is kidnapped and taken to Coruscant.

Day 9: Han and Leia meet Aidel Saxan on Corellia. Jaina Solo, Zekk, Thann Mitric and Kolir Hu'lya (bothan female) attempt to capture prime minister Aidel Saxan but are ambushed by YVH (Yuuzhan Vong hunter). Jacen is stunned in Centerpoint Station by Corellian elite guards and Thrackan Sal Solo however the Jedi Knight managed to escape and he confronts his cousin. The Corellian WarChief of State is confronted by the son of Leia and Han Solo but he flees just when Ben Skywalker convinces a droid named Anakin Sal-Solo to activate the deactivation of the command center. Ben and Jacen disable Centerpoint.

Day 11: Luke meets with Pellaeon to discuss the mess at Corellia.

Day 17: The attack in Toryaz Station. Saxan is killed.

Day 21: Jacen and Ben meet Nelani.

Day 23: Jacen questions Brie and decides to go to her asteroid home.

Day 24: The ghost battles. Jacen kills Nelani. Han and Wedge's successful mission at Tralus.

Bloodlines begins the next day.


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Dramatis personae

Other characters

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Organizations and titles

Sentient species

Vehicles and vessels

Weapons and technology


Behind the scenes

  • Betrayal was initially intended to take place in 37 ABY. As such, there are several continuity errors, such as Zekk being described as 29 instead of 32, and Nelani Dinn having learned a lightsaber technique from Jacen Solo seven years earlier, when Jacen was on his journey throughout the galaxy.
  • At one scene in the novel, the character of Lysa Dunter is incorrectly spelled as "Dunton" for the entire scene.
  • Shortly after the attack on Toryaz Station Tycho Celchu asks Leia if Han is alright. Leia responds "He's fine. Han shot first." This is an inside joke to the controversy caused by George Lucas after he changed Han's famous scene with Greedo in the special edition version of A New Hope. Originally Han shot at Greedo first, but in the newer versions of the film, Greedo shot first.
  • During the release of Betrayal and the 2nd book, Hyperspace members were treated to a contest in which they could send in ideas for Jacen's new Sith name.
  • In May 2006, Del Rey held a contest to promote the release of Betrayal. Contestants could receive an entry in the random drawing by posting one of several provided banner ads on a personal website. 100 contestants were chosen to receive free hardcover copies of the novel.
  • Del Rey handed out free copies of the paperback version of Betrayal to Celebration IV attendees who signed up for the publisher's mailing list.

Cover gallery

External links

This article uses material from the "Betrayal" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Star Wars Fanon

Up to date as of February 04, 2010

The Star Wars wiki of fan invention.

Betrayal may refer to:

See also

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This article uses material from the "Betrayal" article on the Star Wars Fanon wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

Featuring the deaths of all your favorite Wreckers!

The Wreckers suffer defeat at the hands of a supposed ally.

Transformers Universe Featuring the Wreckers > Issue # 2
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The Wreckers issue #2

Story: Glenn Hallit, Rob Gerbracht
Script and Additional Texts: Rob Gerbracht
Art: Dan Khanna
Inks and Colors: Dreamwave Productions
Lettering: Wes Abbott & Richard Starkings' Comicraft

  • Major characters (in order of appearance):
  • Minor characters (in order of appearance):
  • Originally published:


Several months after the defeat of Unicron, Rodimus Prime announces plans to send out teams of explorers to prepare for future menaces. Over the protests of Skids and Perceptor, Rodimus defends his policy of "aggressive caution". Glyph is looking forward to her mission, and is introduced to Tap-Out, her bodyguard. Rodimus wishes the crew well as their ship launches. Mere weeks later, the ship reconnoiters the Archa System. As it prepares to depart, an energy burst hits it, burning out the engines and sending it crashing toward the surface.

Centuries pass...

On a desolate world, the Dinobots can find no answers to their quest. Uncomfortable with the silent world, Magmatron orders all hands to return to their shuttle. A legion of zombie-like robots erupts from the planet's surface; the Dinobots fight their way through, only to find the final path blocked by a massive worm-like monster...

The Mutants have likewise arrived on their destination world to find themselves on a fool's errand. They are brought before a Quintesson judge, who takes little time to find them in contempt of court. The sentence: death by Sharkticon. Quintesson Judge Derodomontus watches, with Cryotek by his side; the two argue over the value of the Transformer race, and discuss in vague terms their plans for Cybertron... and the Wreckers.

Said Wreckers, meanwhile, are dealing with an overly-aggressive stowaway, as Devcon distributes beat-downs and obnoxious quips with equal abandon. Fractyl charges the invader, but a massive energy discharge causes him to collapse. Devcon finally notices Rodimus and Apelinq standing in front of him, and they managed to get him to stop hitting people.

On the ship's bridge, Rodimus explains how they were able to convene this new Wreckers crew. Devcon notes that he is the only Cybertronian Peace Marshall to survive Megatron's onslaught. Devcon isn't very happy about having Packrat -- "a two-bit thief with a conviction record six parsecs long" -- along for the ride, and even less so the Decepticons, who he claims are "nothing like him". The 'cons prove the point by keeping their mouths shut.

In the repair bay, Arcee, Ramulus and Apelinq are working to save Fractyl, whose laser core has become misaligned in the wake of the reformatting job by Arcee. The ship's Lifeline Cybernetic Diagnostic Module issues instructions, but needs an actual medic to carry them out. In a move born of desperation, Apelinq uses his transfer interlink to download the bodyframe of an old comrade into reality, then loads the diagnostic program into it. The resulting bot immediately begins repairs... and asking questions.

In the ship's aft hold, Spittor and Sonar are still recovering from their run-in with Devcon, when an explosion tears through the section. On the bridge, Devcon recognizes the hits as internal -- someone sabotaged their ship. With aft control circuitry failing, Packrat jettisons the section against Primal Prime's orders. Spittor, Sonar, and the Deployers are left to their fate as the rear section explodes seconds later.

Rodimus is furious at Packrat, but Prime orders him to man his post. Packrat is relieved of his duties and escorted off the bridge by Cyclonus and Devcon.

In the repair bay, Prime finds that Fractyl has been saved, but the "temporary" medic is becoming more and more permanent, as Apelinq can't dissolve the body back into the nonreality it came from. The new medic is exploring his world and his capabilities, pulling out a pair of huge swords as Arcee speculates that he won't be a problem... maybe. Prime restrains Ramulus from delivering a beat-down to Packrat, and is suddenly distracted by a vision of a leonoid Alpha Trion: "Your destiny awaits. Seek the future -- recover the lost. Beware the theft of your trust."

The ship arrives in orbit over the 9th planet of the Archa System, where Skywarp picks up an Autobot homing signal. Rodimus and Apelinq immediately recognize it as one of the Autobots' lost post-Unicron survey expeditions. Rodimus explains the mission... and berates himself as Apelinq tells Prime that three of the ships were never heard from again.

Tigatron has been resting and meditating, recovering from the exertion of destroying Quake. Ramulus rouses him as the ship lands; Tigatron senses grave danger ahead.

Cyclonus, meanwhile, notes to Devcon that Packrat is not to be trusted. Devcon, surprisingly enough, chooses to antagonize the Decepticon. Cyclonus doesn't care much for Devcon either, but recognizes that they have some common heritage now. Devcon says he's just along for the ride and plans to bail as soon as he can. What a jerk.

The Wreckers land and deploy. One team organizes a base camp; another establishes a perimeter; Primal Prime leads a third group on a recon survey. The new medic, dubbed CatSCAN by Apelinq, offers to come along as well.

Later that night, as the recon team advances through a forest, CatSCAN detects movement, and is sent ahead to investigate. He soon finds himself under attack from torch-bearing humanoids, who seek to defend their sacred ground. CatSCAN defends himself, but the Autobot Tap-Out soon joins the fray on the side of the natives. CatSCAN subdues him, but only angers the natives further. The others join him and are likewise targeted... but the arrival of Glyph calms the natives, as she identifies them as "The Protectors".

Glyph disperses the mob, attunes the Wreckers to the native Akalouthans' language, and introduces herself and Tap-Out as the sole survivors of the Sojourner's Passage. She notes that they've been awaiting rescue for some 300 years now. En route to the natives' village, Prime explains their vague mission, and mentioned that he's recently been reassured that the mission is of great importance -- a claim which causes Apelinq some silent discomfort.

Glyph explains that the natives have helped her and Tap-Out survive with energy derived from an energy-generating object called the Divine Light. Prime calls in the rest of the team; they arrive to celebration and fanfare among the Akalouthans. Glyph explains that they've been expecting the Wreckers for a thousand years. Glyph's text research shows numerous references to a protective force arriving to defend the Divine Light against "the five faced demons".

Later, Glyph takes the crew to the Dwelling of the Divine Light, where a spikey crystalline form is suspended atop a pyramid. Local myth claims that the object fell from the sky thousands of years ago; Apelinq finds its energy readings familiar. Packrat speculates it's worth a fortune; Cyclonus reminds him that he's watching. As the others leave, Cyclonus assigns Rotorbolt to monitor the thief's activities. Apelinq identifies the Divine Light as a battery of sorts with a unique power core. Prime orders the others to gather, and Devcon goes off to find Packrat and Rotorbolt.

Devcon finds Rotorbolt first -- pinned to a wall, mangled, and slipping into stasis lock. Devcon races back to the dwelling, with Prime, Apelinq and Ramulus following. But they're too late; the divine light has been seized... by Cyclonus! The giant air warrior tosses aside Packrat's battered body, vows to become steward of a renewed Decepticon Empire, and takes to the sky as Devcon swears vengeance.

Glyph arrives, and Prime breaks the news that the Protectors have failed...

Aboard the ship, CatSCAN reconstructs Devcon back into his old Autobot form, though he retains his jerk personality. Devcon rejects Apelinq's offer to stay with the team, casually jokes about callously killing a one-time partner, and flies off to hunt down Cyclonus.

Cyclonus, meanwhile, calls in to Cryotek to report success. Cryotek had anticipated Vector Sigma's interference, thus planting Cyclonus in the Wreckers' ranks to scuttle the plans. He scoffs at the Quintessons, who are intent on the conquest of Cybertron via the use of "legends and half-myths", and gloats that he has taken his first triumphant step.... AHHRG BLAUGLE BLAGH BLAR BLAR BLAUUGH!!!! IN CONQUERING TIME ITSELF!

"Director's Cut"

Script: Rob Gerbracht ("Betrayal"), Simon Furman ("Primeval Dawn 2")
Pencils: Dan Khanna
Inks: Chuck Gibson, Terry Pallot, and Hi-Fi Design
Colors: Hi-Fi Design ("Betrayal"), Blond ("Primeval Dawn 2")
Lettering: Richard Starkings and Comicraft
Post production and assist: Glen Hallit

The original printing of the issue featured only the Wreckers story. This print also included numerous coloring errors, as well as coloring work that obscured much of the art.

A "Director's Cut" of the book was later published, with all-new coloring. The new edition also included an all-new four page prologue, showing the departure of the Autobots' exploration teams under Rodimus Prime's leadership, and "Primeval Dawn Part 2" as a backup story. At the end it includes Dreamwave-style profiles for CatSCAN, Cryotek, Cyclonus, Devcon, Glyph, and Tap-Out.

Clarity? What, you think this is a visual medium?
Third floor, total darkness...

The Director's Cut corrects many of the coloring errors (see list below). It also omits some of the original version's stylistic choices, such as the red warning lights bathing the bridge of the Wreckers' ship, the torch-lit forest on Archa Nine, and the dimly lit, doom-laden atmosphere of the Dweller's world. In doing so, however, it reveals that the drawings actually have a background.


I'll just put this back into the background where it came from.
  • Devcon didn't used to be a jerk. He was a pretty nice guy. His behavior nowadays, particularly what happened after The Gambler, may explain why Slizardo was siding with the Decepticons in Grimlock's New Brain.
  • Sharkticons based on Hammerstrike's design appear alongside the traditional Quintesson Sharkticon designs from Generation One on New Quintessa. However, these drones were miscolored as Hammerstrike in the initial printing; the "Director's Cut" reprint fixes this, giving them a black and purple color scheme.
  • In the original version, when the Wreckers are repairing the shuttle, the whatever-the-hells Rodimus and Arcee are carrying are rendered as if they were background elements; no ink-lines, washed-out-even-for-Dreamwave colors. On top of this, the panel is so dark it's hard to tell Arcee is carrying anything.
  • A page or two later, an image of CatSCAN running through the nighttime forest is very nearly completely black.
    • In the original printing, the end of Cryotek's final line is obscured by its own font. The line is supposed to end, " conquering time itself!" but instead reads like Cryotek descends into incomprehensible madness midsentence. Like many other things, this was fixed in the "Director's Cut."

Items of Note

  • Ramulus starts off the story in the green and tan color scheme that was going to be applied as a running change to his toy, but was never produced. Halfway through the story, Fractyl's discharging Spark energies cause him to morph into the burgundy and gray colors of his actual toy.
  • The Quintesson's title of "free trader" for Cryotek is lifted from the G1 episode "Money is Everything".
  • The story is archived online at the BotCon website, but as the original version; the backgrounds are comprehensible in this form (thought CatSCAN is still running in pitch black).
  • The reason for executing the Mutants: unmarketable product. This is reportedly the cause of many deaths here.

This article uses material from the "Betrayal" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

English: Betrayal
Attribute: Trap Cards Image:Trap.png
Property: Counter Image:Counter.png
Card Lore: Activate only when an opponent's monster declares an attack. Pay Life Points equal to the monster's attack. Take control of that monster.
Card Limit: Limited
Other Card Information: Gallery - Rulings
Tips - Errata - Trivia
Lores - Artworks - Names

This article uses material from the "Betrayal" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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