| NOVEL | |
|---|---|
| Betrayal | |
|
|
| Attribution |
| Series: | Deep Space Nine, No. 6 |
|---|---|
| Author(s): | Lois Tilton |
| Publication information | |
| Published: | Paperback - August 1994 |
| Pages: | 280 |
| ISBN: | ISBN 0671881175 |
| Chronology | |
| Date: | 2370 |
Contents |
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.
| published order | ||
|---|---|---|
| Previous novel: Fallen Heroes |
DS9 numbered novels | Next novel: Warchild |
| chronological order | ||
| Previous Adventure: Engines of Destiny |
Next Adventure: Future Shock 15th entry |
|
| Previous Adventure: Valhalla |
Deep Space Nine Adventures | Next Adventure: The Homecoming |
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:
The home cities and their alignments are as follows:
| Good Cities |
Evil Cities |
Neutral Cities |
|---|---|---|
| Qeynos Kelethin |
Freeport Neriak, City of Hate Gorowyn |
Maj'Dul* |
A few notes about betrayal:
Contents |
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.
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.
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. | ||
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 |
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.
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.
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.
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.
Izzay in West Freeport at ( 304, -3, 90 ) /waypoint 304, -3, 90 in the Blood Haze Inn. Izzay is a Ratonga.
Saelir Varryn in Kelethin at ( 220, 112, 404 ) /waypoint 220, 112, 404
Matteus Gaines - save him from the 2 thugs (Scales) in an alley beside the residence Inn in The New Foreign Quarter.
Magister De'Pater in The Spires of Innoruuk
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:
Or, you can become a citizen of Neriak by completing the citizenship quests there, and then betray Neriak.
This section applies to people who have betrayed their city and become an Exile.
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!
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
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
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
Once you raise your faction with Kelethin to the point (10,000:Amiable), you can do the final quest:
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
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.
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:
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.
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, 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:
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.
Contents |
| Character | Deceptions/Cons |
|---|---|
![]() Ana Lucia Cortez |
Charlie |
![]() Charlie Pace |
Hurley |
![]() Hugo "Hurley" Reyes |
Jack |
![]() Jack Shephard |
Kate |
![]() Katherine "Kate" Austen |
Michael |
![]() Michael Dawson |
Sawyer |
![]() James "Sawyer" Ford |
Sayid |
![]() Sayid Jarrah |
Shannon |
![]() Shannon Rutherford |
Sun |
![]() Sun-Hwa Kwon |
Walt |
![]() Walt Lloyd |
Nikki and Paulo |
![]() Paulo and Nikki |
|
| Character | Deceptions/Cons
Anthony Cooper |
|---|---|
![]() Anthony Cooper |
Cassidy |
![]() Cassidy Phillips |
Eddie Colburn |
![]() Eddie Colburn |
Dr. Je-Guy Kim |
![]() Dr. Je-Guy Kim |
Hibbs |
![]() Hibbs |
Kelvin |
![]() Kelvin Joe Inman |
Richard Malkin |
![]() Richard Malkin |
Sam Austen |
![]() Sam Austen |
|
| “ |
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 |
Ben |
![]() Benjamin Linus |
Ethan |
![]() Ethan Rom |
Goodwin |
![]() Goodwin |
Juliet |
![]() Juliet Burke |
Mikhail |
![]() Mikhail Bakunin |
Jacob |
![]() Jacob |
|
| Character | Deceptions/Cons
Jacob's enemy |
|---|---|
![]() Jacob's enemy |
|
The following are all, or have been, professional con artists:
The following episodes have a strong focus on deception and cons:
|
|
| Betrayal | |
|---|---|
| Attribution | |
| Author(s) | |
| Cover artist | |
| Publication information | |
| Publisher | |
| Release date | |
| Media type |
Hardcover |
| Pages |
387 (438 for paperback) |
| ISBN |
9780345477340 |
| Chronology | |
| Era | |
| Timeline | |
| Series | |
| 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.
Contents |
A dark enemy stalks Luke Skywalker and the Jedi.
A devastating war threatens the galaxy.
A dangerous destiny summons Jacen Solo.
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.
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.
BETRAYAL BEGINS
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.
| Characters | Creatures | Droid models | Events | Locations |
| Organizations and titles | Sentient species | Vehicles and vessels | Weapons and technology | Miscellanea |
Dramatis personae
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Other characters
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Droid models
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Events
Locations
Organizations and titles
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Sentient species
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Vehicles and vessels
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Weapons and technology
Miscellanea
![]() The progression of the cover art |
![]() Cover art of Jacen Solo |
![]() The complete hardback cover |
![]() Polish - Zdrada |
![]() German - Intrigen |
Betrayal may refer to:
This is a disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.
The Wreckers suffer defeat at the hands of a supposed ally.
| Transformers Universe Featuring the Wreckers > Issue # 2 | |
| Previous Issue | Next Issue |
Contents |
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
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!
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.
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.
| Betrayal | ||
|---|---|---|
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| English: | Betrayal | |
| Attribute: | Trap Cards |
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| Property: | Counter |
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| 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 Appearances Tips - Errata - Trivia Lores - Artworks - Names |
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