Cold War: Misc


Did you know ...

More interesting facts on Cold War

Include this on your site/blog:

Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

There is also a short story and a comic strip story with this name.

The Cold War was a term used to denote the tensions between the democratic nations of the world (particularly the United States and the United Kingdom) and the Communist nations of the world (particularly the Soviet Union) in which, though the tensions were high, no actual fighting occurred.


The Doctor took part in some events of the Cold War. (NA: First Frontier, EDA: Endgame)

During the Cold War, there were plans to build an underground headquarters for the British government in the event of a nuclear war. (DW: Invasion of the Dinosaurs) At one point, to avoid warring, American, China and Russia gave their nuclear destructor codes to Great Britain. (DW: Robot)

Though the Cold War ended in the later 20th century, there were two power blocs poised to annihilate each other by 2084. (DW: Warriors of the Deep)

The Doctor also makes a reference too this in Dreamland as the story is set while the Cold War is happening.

Behind the Scenes

Both Invasion of the Dinosaurs and Robot imply that the Cold War was already over at the time those stories took place. However, in Goth Opera by Paul Cornell Tegan Jovanka, who comes from the year 1981 notes when visiting 1994, that the Cold War has now ended.

Wikipedia has a more detailed and comprehensive article on

This article uses material from the "Cold War" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

A Cold War is a period of extended tension between opposing factions in which no actual direct combat occurs between the two parties.

Cold Wars:


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

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

Event Template Event Template
Cold War
Official Name
Cold War


Event Synopsis

The full synopsis of this event is unknown.


  • No special notes.


  • No trivia.

See Also

  • Pages referring to the "Cold War" event
  • Event Gallery: Cold War

Links and References

  • None.

This article uses material from the "Cold War" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape



Official quest description: At the Ardougne Zoo, one of the zookeepers has become a bit preoccupied by penguins. In fact he's downright paranoid about them. He needs your help to observe their habits on the iceberg in the Lunar Sea.

What begins as a peaceful bird-watching expedition opens a new world of espionage and bad musicians.

Release date: 29 January 2007 (Update)
Start: Speak to Larry at Ardougne Zoo.
Difficulty: *****
Length: Medium, long if you don't have teleportation runes.
Members only: Yes
  • Level 10
  • Level 34 (boosts possible)
  • Level 30
  • Level 30
  • Ability to defeat several level 51 creatures
Items needed:
Monsters to kill:


Penguin spotting

  1. Speak to Larry at the south entrance of the Ardougne Zoo. He's a bit nutty about penguins and hopes to build a lookout to observe them, and he wants you to help. His instructions are to collect for him 10 oak planks, 10 steel nails, a hammer, and a spade.
  2. The finished lookout.
    When you have collected the items, head back to Larry at the zoo to depart for the Iceberg. You can also find him at a pier north-west of the Keldagrim entrance, though it doesn't make any difference than talking to him at the zoo (Fairy ring code DKS, Lyre Teleport, Polar eagle ride or Camelot Teleport can be used to reach there). Upon arrival, look for a firm snow patch next to the teleport spot. Build the bird hide structure here by using an oak plank on the patch. Then use a spade on the lookout to cover it in snow.
  3. When the snowy bird hide is ready, speak to Larry. You see a rather strange cut scene, but it is important to keep note of the emotes the penguin does, as it shows the emote greeting code that is unique for every player. There are 8 different Penguin emotes in all, similar to the normal character emotes, and the greeting will consist of three of those. If you need to see them again, click "Use Snowy Bird Hide" to watch the cut scene again. After the cut scene, speak to Larry and suggest to him that the behaviour of the penguins in the cut scene was suspicious.
  4. Return to the dock and speak to Larry again; now here's where things get strange. Larry requests you now make a clockwork suit, which you will use to spy on the penguins. He gives a book filled with instructions.

Making A Clockwork Suit

  1. Collect a regular wood plank (the games necklace teleport is handy here, just teleport to Barbarian Outpost and head east a bit to find some planks), a piece of silk, and a steel bar or a clockwork.
  2. Use the Crafting table 3 at your house or someone else's. Select Clockwork mechanism with the steel bar in your inventory.
  3. Then use the option Clockwork toy and select Clockwork penguin to make a clockwork suit.

Back To The Iceberg

  1. Return to Larry at the Rellekka dock or Ardougne Zoo (recommended) after finishing the suit. Jointly return to the Iceberg to test it out.
  2. After returning, you see that lookout has been completely destroyed and that all the penguins are missing. Speak to Larry, and to no surprise he blames the penguins. Now, since there are no penguins, it appears impossible to test the suit. However, you—the clever adventurer—suggest to Larry that you test the suit on the penguins at the zoo. Larry kindly assists with a teleport back to Ardougne Zoo.

Meet The Penguins

  1. Free your hands and cape and talk to Larry. He casts a magic spell. The magic causes a player to shrink and enter the penguin suit! Now test out the disguise. Head into the penguin enclosure and right click on the penguins until you find one with the talk option. Talk to that penguin, and you are forced to give him a greeting before he shall speak to you; this is different for each player. Use the emote sequence that the earlier cutscene showed. The penguin starts talking. Now apparently penguins are trying to learn to fly and escape from Ardougne Zoo. The penguin gives you a mission report to return to the outpost and ask you to speak to the penguins in Lumbridge.
  2. Speak to Larry, and you and Larry discuss where penguins could be in Lumbridge. Now head to Lumbridge.
  3. The penguins in the sheep.
    Now to those of you who have a keen eye you may already know where the penguin operatives are. If not, however, head to Farmer Fred's sheep pasture where you find Larry; use the tuxedo time option with him (don't forget to remove everything from your hands, and cape). Now head off and find a sheep with flippers and a talk option. Before talking perform the secret greeting as shown in the previous step. Once you have done the greeting, the penguins still do not speak to you.
  4. Speak to Larry and he helps you both return to Ardougne Zoo. Then re-tuxedo before entering the penguin enclosure once more and speak to the penguin again. However, he does not give you the phrase, so speak to Larry again and he gives you two suggestions to bribe the penguin with:
    1. A raw cod, the penguins favourite food.
    2. Use a Ring of Charos (a), a ring with powerful magic properties. You do not get the normal (Charm) option, the penguin simply provides the phrase. (Make sure you are wielding the ring or it will not work)
  5. When you have either the raw cod in your inventory or are wearing the ring, talk to the penguin in the Zoo and he tells you that the secret phrase is Do not trust the walrus.


The penguin army are being drilled by the Army Commander for their invasion.
  1. Return to Lumbridge. Go to Farmer Fred's sheep pen and penguin suit up! Now the penguins tell you to talk to Farmer Fred to see if he's an undercover agent for the humans.
  2. Speak to Farmer Fred about penguins and use either the bully option or warn option. Both work, and when you are done talking to Fred, return and speak with the penguin again. Pick either option in the conversation with the penguins and then they give you the location of the outpost; It is on the Iceberg you visited earlier under what appears to be an avalanche. They also give you the password cabbage.
  3. Speak to Larry and he teleports you to the iceberg. Suit up to penguin again and head north-west until seeing a KGP agent penguin and use the emote greeting, then tell him the password. He then asks you for an ID, but guess what, you don't have one!
  4. Now speak to Noodle. He's the black-market merchant close to the KGP agent. He'll trade you a Kgp id card and a report for one swamp tar and five feathers. (In Postbag From the Hedge, Noodle says they're for his mother, who is losing her feathers, but Larry sometimes tells you 42 ways that a penguin can torture you using a feather during boat trips.)
  5. Exchange the materials with Noodle for the ID and another mission report. Speak to the KGP agent, and he'll let you through, then left click on the avalanche and you should see the option investigate avalanche and you enter the outpost.
  6. Once inside, go into the second room on the left (the first door on the left is locked) and talk to the KGP agent there.
  7. Go through the door at the west end of the room, head up the corridor, and go through the door at the end to enter the agility course.
  8. Once you have gone through the door at the end of the corridor, you see a small cut scene showing a penguin army! Suddenly, you seem to realise their intentions are a little more devious than just flying! (If you speak with the Army Commander, he tells you the penguins are "Getting ready for the invasion.") Follow the signs with arrows to the agility course, and when the path ends at the checkerboard starting line, click it start the agility course.

Agility course

  1. Jump, I say! Jump!
    Climb down the steps and into the water.
  2. Avoid the moving ice in the water.
  3. Climb the stepping stone at the end.
  4. Jump to the next stepping stone.
  5. Jump to the 5 next stones. (If you fail you will take minor damage). And jump to the land again ( The click option can be found just to the bottom of the patch of ice on the landing to the left)
  6. After you manage to cross, continue on the path until you come to a shelf with icicles on it. Use the right-click tread softly option to get across. You have to repeat this several times at each shelf. If you fail you will be hit taking a small damage.
  7. Next, you have to cross ice. This is a little annoying. You take 2 damage each time you fail. If you have only the minimal agility—level 30, for example—a small amount of food may help.
  8. After that, you have a small cutscene of you sliding down a hill.
  9. Speak to the agility instructor, and you are done with the agility arena and free to go wherever you wish in the lair.
  • Note: You may re-enter the agility course after completion of the quest if you have made another Penguin Suit.
  • You may want to bring at least three lobsters and an agility potion or two for this part as you will tend to get damaged while crossing the ice.
  • Note: Before, If you ran out of food any time and did not wish to risk losing items, you could un-equip the penguin suit (it's a cape) and you would be caught and stunned but otherwise returned to where Larry is on the iceberg. Now there is a note saying you need Larry's help to remove the suit.

Discover the penguin plan

  1. Return to Larry and tell him about the army you saw! He tells you he needs you to find where they are making their war plans.
  2. Return to the outpost but instead of turning left this time head straight up till you come to massive doors. Ask the KGP agent in the little office to the left of the doors to let you in. He says his orders are to let no one go through the doors.
  3. Head back down the hallway and enter the room with Ping and Pong. They ask you for a cowbell and set of penguin bongos; you may not see the point but this will help later.
  4. Return to Larry (where the boat lands on the ice floe) and ask him how to get a cowbell and some bongos; he suggests you steal the cow bell from a cow and make the penguin bongos from mahogany and soft leather. (Use soft leather on a mahogany plank.)
  5. Find a dairy cow and steal a cow bell. If you happen to be in Zanaris when attempting to steal it, you will have a short conversation with the cow before she actually gives you the bell.
  6. Go back to Ping and Pong and talk with them. You see a cutscene with the two penguins playing a song and then the guard entering the room. While the guard is distracted, operate the control panel where the KGP agent used to be standing to open the door. The war room is to the east. Enter.

(Note: You may only travel back to the Iceberg by Larry who is close to the Keldagrim entrance north-east of Relleka).

Caught by Pescaling Pax

  1. The icelord. Be careful, it can use both ranged and melee.
    You see a cut scene of the penguins planning to take over RuneScape! The penguins in the room take your suit, and then you are teleported to a cage filled with Icelords. They are level 51 and easy to kill. You may need to kill a few before you can leave, although some people have only had to kill one. Others have had to kill two. So if your level is awfully low or have no armour bring three or four lobsters. The Icelords can range as well, so watch out. (Note: If you are a skiller, stop here. Defeating the Icelord gives 40 attack xp.)
  2. Exit the cage through the fence door made of ice, and then exit though a chasm east of the Icelord cage.
  3. Talk to Larry for a final time to finish the quest.


Cold War Reward

  • 1 Quest point
  • 2000 Experience
  • 5000 Experience
  • 1500 Experience
  • Ability to make the penguin suit. To enter the suit again you must talk to Larry again at the zoo, pier, farm or iceberg.
  • Ability to use the Penguin Agility Course
  • Players can also steal more cowbells and make more bongos. A player can play the cowbells or the bongos if in a penguin suit.
  • Ability to contact Larry through the NPC Contact spell.
  • When playing Penguin Hide and Seek, you will receive 2 points for some penguins.


Music tracks unlocked:

The concept

The concept of this quest is a parody of the real-life Cold War, a period of quiet hostility between the United States (with other Western Powers such as the United Kingdom) and the Soviet Union for over 40 years. Apart from the quest being named after it, the following details from the quest are references to this historical event:

  • The KGP is strikingly and amusingly similar to the KGB which is the abbreviation (Russian) for Committee for State Security.
  • The penguins refer to their home as "the motherland", which is a label very often used to describe the Soviet Union
  • The term "Comrade" is a translation of tovarisch, a Russian term for a travel or business companion that broadened to mean "friend" or "ally" in left-wing circles. In Russia and some ex-Soviet countries, common usage eventually turned the word into one that can also be used in a manner similar to "Mister".
  • "Palingrad" sounds similar to the Russian cities Stalingrad and Leningrad (Today named Saint Petersburg).
  • Russian cosmonauts wore penguin (space) suits.
  • The posters in the penguin outpost are a reference to patriotic murals often found in communist countries.
  • The giant penguin seen at the end of the quest may possibly be a reference to ICBM missiles that were possessed by the Soviet Union during the real-life Cold War. It may also be a reference to the giant statue of the "Motherland" built by the USSR to commemorate the Battle of Stalingrad.

Other references

See also: Cultural references
  • Ping and Pong may also be a play on words of Cheech and Chong - a pair of hippies portrayed in a series of movies from the late '70s through the '80s.
  • Ping and Pong are also similar to the names of two penguins from the plasticine animated show " Pingu", with the penguins referred to "Pingu" and his friend "Pongi".
  • Ping and Pong may also refer to the game of table tennis called 'Ping Pong'.
  • The penguin is creator Andrew Gower's favourite animal.citation needed
  • The song "Have an ice day" may be a pun on "have a nice day" by Bon Jovi
  • When asking the penguin for the secret phrase, there is an option to say "Is it Rumpelstiltskin?" Rumpelstiltskin is a mythological creature who takes children away from mothers. In the traditional story, a queen must guess his name in order to keep her child.
  • Ping says "We need more cowbell", a reference to the More cowbell comedy sketch on Saturday Night Live
  • The Lumbridge penguins in sheep's costume are similar to The Wolf in Sheep's Clothing
  • Noodles is a name sometimes given to a Macaroni Penguin.
  • The secret phrase - do not trust the walrus might be a reference to Lewis Carroll's The Walrus and the Carpenter. The walrus invites some oysters to join them in a walk along the beach, the two titular characters get hungry and eat all of the oysters.
  • John Lennon wrote a song I Am the Walrus and commented "It never dawned on me that Lewis Carroll was commenting on the capitalist and social system. ... the walrus was the bad guy in the story..."[1]
  • Oingo Boingo is the name of a music band.
  • Larry's exclamations of "They're organized!" may be a reference to Mr. Tweedy from the film Chicken Run.
  • Cold War is the 100th member's quest.
  • If the player has completed The Enlightened Journey or Between a Rock..., the player will suggest flying in a balloon or from a cannon, respectively. Note that these rigs are present in the Penguin base.
  • When Noodle asks you for the swamp tar and feathers, this is a reference to the past torturing called "Tar and Feathering", which was a person would be covererd in hot tar and then covered in feathers.
  • When this update was released, penguins and Ardougne Zoo had their graphics changed. This bit was unannounced.
  • The penguins of the army are Gentoo penguins; which lends its name to a Linux operating system flavour.
  • Examining the trumpet near Ping and Pong gives the text "Miles Davis is looking for this...".
  • Examining the KGP ID Card gives the text "So you can be a penguin too!" This is similar to the phrase "So you can be a big pig too!" which is said by Timon in The Lion King.
  •  Michael Palin played Dr. Peaches Bartkowicz in a sketch about penguins on Monty Python's Flying Circus - A Book at Bedtime episode (episode 38). Peaches is seen looking up at a 66-foot high penguin similar to the final cut scene in the quest. The iceberg outpost named 'Palingrad' may be fusion of Michael's surname and Stalingrad.
  • Examine the Piano and it says "I only know Chopsticks" this is a reference to the widely known, and as some people would put it, annoying circus tune, chopsticks, played on the piano.
  • When you finish the quest, Larry does the old dance emote.
  • When you talk to Larry in the zoo after making the suit and right before testing it for the first time, Larry says he was saved by an "old man" which the player refers to "Wise old man". This may be a reference to the "Wise old man" in Draynor Village.
  • Penguins live in the South Pole, while polar bears live in the North Pole. Both of these areas are very cold, while the penguins and the polar bears are rivals in the quest. This is was probably another reason why the quest was named "Cold War".
  • When you're about to investigate Fred the Farmer, Larry says "So you'll be a human, pretending to be a penguin, pretending to be a human" and you reply "Curiouser and curiouser!", an Alice in Wonderland reference.

See Also


This article uses material from the "Cold War" article on the Runescape 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.


The title of this article is conjectural.

Although this article is based on canonical information, the actual name of this subject is pure conjecture.

"Thus began the unprecedented stalemate. The Jedi reconnecting with their roots, the Republic nursing its wounds, the Sith consolidating their power in a galaxy divided between darkness and light."
Jedi Master Gnost-Dural(audio)Listen (file info)
The territorial boundaries of the Galactic Republic (blue) and the Sith Empire (red).

The Cold War was an intense stand-off between the Sith Empire and the Galactic Republic after 3,653 BBY, lasting until 3,623 BBY.[1] The Treaty of Coruscant ended the Great Galactic War, sealing the Sith Empire's victory. Peace was brought, but tensions between the Sith and the Republic remained high. In the thirty years after the War, fear and uncertainty gripped the galaxy. Border skirmishes and proxy wars between the Sith and Republic erupted and the uneasy truce between the two foes appeared to be on the verge of collapse.



The terms of the punitive Treaty of Coruscant called for an immediate ceasefire and the withdrawal of all Republic and Jedi forces from battlefields across the galaxy. As the Treaty went into effect, worlds once allied with the Republic were left defenseless, and were quickly absorbed by the Empire. Coruscant was also placed under the rule of the Sith Empire for a short time.

As the Jedi returned to their ruined temple on Coruscant, they were met by anger on the part of the Senate, who placed blame for the war at the feet of the Order. The Jedi, unable to stay on Coruscant where public opinion had turned against them, relocated to the world of their origin, Tython.[2]

Although his Empire was stronger than ever, the Sith Emperor no longer seemed to desire total conquest. He handed over control of the Empire to the Dark Council, a body of twelve Sith Lords who would oversee the day-to-day affairs of state. The Dark Lord went on to pursue his own mysterious goals as the Sith consolidated their power.[3]

Border skirmishes and proxy wars between the Sith and Republic erupted and the uneasy truce between the two foes appeared to be on the verge of collapse. The conflict included small battles in the Outer Rim and other conflicts fought by proxy.[2] One such conflict was the Civil War on Ord Mantell between the corrupt planetary government that remained loyal to the Republic and a guerilla force of separatists wishing to secede.[4]

Although the galactic situation could easily have erupted into another galactic conflict, neither side was ready to wage a full-scale war yet again. During the Cold War, Kel Dor Jedi Master Gnost-Dural made a record of the events surrounding the treaty at the behest of the Jedi Council on Tython.[2]

During this period, the Galactic Senate adopted its signing as a new dating standard, with years preceding the treaty being termed "BTC," or "Before the Treaty of Coruscant," and years after being called "ATC," or "After the Treaty of Coruscant".

Known satellite organizations

Galactic Republic

Sith Empire

Third Parties

Known conflicts


  • Timeline 1: Treaty of Coruscant (First appearance)
  • Star Wars: The Old Republic



  1. Press release
  2. 2.0 2.1 2.2 Timeline 1: Treaty of Coruscant
  3. Video Documentary #2
  4. Ord Mantell on Star Wars: The Old Republic official website
History of the Jedi
The Great Schism - Great Hyperspace War
Great Sith War - Mandalorian Wars - Jedi Civil War
First Jedi Purge - Great Galactic War - Cold War
New Sith Wars - Republic Dark Age - Ruusan Reformation
Great Jedi Purge - New Jedi Order
Sith-Imperial War - Second Imperial Civil War/Third Jedi Purge
History of the Sith
First Sith Empire · Hundred Year Darkness · Sith Empire
Great Hyperspace War · Great Sith War · Jedi Civil War
Dark Wars · Sith Civil War · Great Galactic War · Cold War
Second Sith Civil War · New Sith Wars · Republic Dark Age
Order of the Sith Lords · Lumiya's Sith · Lost Tribe of Sith
One Sith

This article uses material from the "Cold War" article on the Starwars 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

This article is about the third issue of Dreamwave's "War and Peace" series. For issue #49 of the Marvel US series, see Cold War!.
They're actually both looking for characterization.
Let's see what you can see...

This article is in need of images.

Specifics: covers, interior shots

Dinobots land, Shockwave masterminds, Starscream undermines, Ultra Magnus gets pissed. Autobots watch some TV.

Transformers: Generation One: War and Peace > Issue #3
Previous Issue Next Issue

Writer: Brad Mick
Pencils: Pat Lee
Inks: Rob Armstrong
Backgrounds: Edwin Garcia
Layout assists: Ferd Poblete
Colors: Espen Grundetjern, Alan Wang & Gary Yeung
Letters: Paul Villafuerte



3000 years ago, Shockwave awakens alone on a deactivated Cybertron, as all the other Transformers are locked in a kind of hibernation. Soon the Decepticon is overwhelmed by an army of ferocious Sharkticons, but before being digested, brutal salvation comes in the form of Scourge. In the present, Shockwave considers where the revelation of Scourge has brought him: the discovery and capture of Alpha Trion.

In Alaska, the Autobots who avoided detainment by Ultra Magnus investigate the disappearance of Scourge, who hasn't been seen since Shockwave shot him from behind. But while they investigate, the Autobots are monitored by humans. Kept in secret, humans have recovered Scourge and begun a study of his irregular technology.

The reactivated Dinobots arrive out of transwarp, the Decepticon ship they travel in barely holding together. From the wastelands of Cybertron, they are spotted in the distance by Blurr, Springer and Hot Rod.

Shockwave and his new lieutenant, the ever-silent Soundwave, dispatch Rumble and Frenzy to carry out some secret mission. On their way, the goons pass by a cantankerous Ultra Magnus, on his way to consult with Shockwave regarding the recent decision to deactivate the Autobots. Shockwave claims the captured Autobots are an unpredictable and dangerous lot and cites their behavior on Earth during the battle at San Francisco. In captivity (un-deactivated, despite Shockwave's orders) the Autobots observe the global broadcast of Shockwave's incriminating footage.

Traversing the wastelands in a large tank, Octane stumbles across the dormant Dinobots. Being a brilliant and intelligent individual, he decides to poke them.

Rumble and Frenzy complete their mission for Shockwave, reawakening the Stunticons, but before they can vacate, Starscream (last seen ambushing Soundwave) conscripts the two goons.

Unable to get any response from Shockwave, Perceptor takes his evidence of scientific anomalies to the High Council. The council, feeling indebted to Shockwave, refuses to take any action. Ultra Magnus barges in and accuses the council of giving Shockwave too much authority, but the debate is halted by news of the Stunticons' escape and rampage. Ultra Magnus quickly assembles a team to restore the peace.

Octane, missing his everything below his neck, is unable to offer sufficient protest to the Dinobots commandeering his transport. The Dinobots start their assault on Iacon, which is noticed by both Shockwave and the Autobot prisoners. While the Dinobots make chaos, Sandstorm escorts Prime somewhere while Broadside relocates the rest of the Autobots.

Sandstorm leads Optimus through underground slave trails that are supposed to be abandoned, but this proved to be inaccurate as Sandstorm is crippled by a piercing laser blast from Runabout. Before Runabout can bring any harm to Optimus, both remaining Transformers are ambushed by another Sharkticon.


  • None yet identified.

Items of note

  • Isn't it crazy that Shockwave's computer uses English language and Latin alphabet?
  • In the human observer's spy vision, Jazz's "J" name is listed as Meister, which is his traditional Japanese name.
  • Is that Seaspray in the group watching Shockwave's footage?
  • And it looks like Warpath and perhaps Beachcomber are talking about the footage as well.
  • Octane refers to one of the Dinobots as a primitive. They take this rather poorly.
  • Octane's transport is identical to one of Sixshot's modes. However, if it is the character, why did he let the Dinobots take him over?
  • The scene of Ultra Magnus' group assembled to confront the Stunticons is a tribute to the Wreckers as they appeared in Target 2006.
  • The Transformers melting to death in the smelting pools are Leader-1 and Cy-Kill, from the GoBots toy line (who never have great luck anymore).
  • The "Wavelengths" page contains three samples of fan-art.

Covers (2)

  • Cover A: Swoop, Blitzwing, and Astrotrain (left), and
  • Cover B: the rest of the Dinobots (right), art on both by Pat Lee. The covers can connect to form a single image. Within the issue itself, the Dinobots only fought against Octane, who is not on the cover.


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

Got something to say? Make a comment.
Your name
Your email address