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DC Comics

Up to date as of February 01, 2010
(Redirected to Key (New Earth) article)

From DC Database

Character Template Character Template
Real Name
Current Alias

Identity

Alignment

Affiliation

Universe

Characteristics
Gender

Eyes

Hair

Status
Marital Status

Occupation
Professional Criminal, former Chemist


Contents

History

Originally a chemist with Intergang, the man who would be known as the Key develops mind-expanding "psycho-chemicals" that activate his ten senses and help him plan crimes mere humans can never hope to understand. Armed with these plans, a series of henchmen known as the "Key-Men", and a "key blaster", the Key has several failed run-ins with the JLA.

The Key returns, after spending years in hibernation. The psycho-chemicals he has been ingesting have altered his appearance into a pale, cadaverous form, and heightened his mental abilities. He manages to infiltrate the JLA headquarters, and traps the team in a fantasy realm of their own creation, intending to siphon off the energies of their inevitable victory in order to increase his power. He almost succeeds if not for the intervention of Connor Hawke, who beams up to the JLA headquarters while the Key is present due to a pre-arranged meeting to discuss him becoming a member of the League. He eventually returns to fight the Batman, attempting to provoke the Dark Knight into murdering him so he could escape life itself, but the plan proves unsuccessful.

Now with telepathic powers thanks to a cybernetic implant, he tries to destroy the League. After a long battle with Batman, Green Arrow, Black Canary, and Manitou Dawn, he is beaten and sent to "the dream realm", a place for telepaths, where he can think in peace. He somehow escapes, as he is later seen fighting in the Battle of Metropolis.

He appears as leader of a group of villains seeking to avoid being sent to the prison planet. He was last seen being a prisoner on the JLA Watchtower in the holding cells; unable to escape.

Powers and Abilities

Powers

Telepathy

Extrasensory Input: Possesses over 11 senses

  • Sense #10: Able to "feel" the surge of psycho-electricity that opens the doorway (called the Negative Space Gate) as it starts to drain ambient radiation from its host space.

Abilities

Genius-Level Intellect: His intellect has since been enhanced by the "Psycho-chemicals" he administered to himself.


Weaknesses

Degraded Physical Body: The psycho-chemicals he has been ingesting have altered his appearance into a pale, cadaverous form

Paraphernalia

Equipment

  • Psycho-chemicals: Gives him more special senses and increases his intellect.

Transportation

N/A

Weapons

Key gun

Notes

  • Although this character was originally introduced during DC's Earth-One era of publication, their existence following the events of the 1985-86 limited series Crisis on Infinite Earths remains intact. However, some elements of the character's Pre-Crisis history may have been altered or removed for Post-Crisis New Earth continuity, and should be considered apocryphal.

See Also

Links and References

Footnotes

Justice League Villain

This character is or was primarily an enemy of the Justice League, in any of its various incarnations. This template will categorize articles that include it into the category "Justice League Villains."


This article uses material from the "Key (New Earth)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Keys are just that, keys. Most of them can be used to access dungeons.

See Category:Keys for a list of all keys.


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

Fallout

Up to date as of February 01, 2010

From The Vault

Disambiguation
This disambiguation page lists articles that might otherwise share the same title.
If an article link led you here, please change the link to point directly to the intended page.

Key can refer to:

By game:


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

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

This article is about in-game keys, used to open chests. For information about the 25-digit key code used to activate an account, see access key. For the location Mehtani Keys, see Mehtani Keys.

Contents

General

Keys are used to unlock chests across the world.

Keys are named based on the geographic region where they are bought, found, or used; they can only open chests from that region. For example, Ascalonian Keys will only open Ascalonian Chests. The value of keys increase as one progresses in the game, as does the value of the items found in the chests they unlock.

Keys of the same type will stack.

Note: There are no keys or locked chests in Pre-Searing.

Usage

Keys may only be used once, meaning players will have to gamble that the items found inside a particular chest will either be useful to them, or have a higher resale value than the key. Because of this risk, when you click on a chest, a confirmation message will pop up asking whether you are sure that you want to use a key to open it.

Each member of an exploring party will have to use their own key to open each chest, however, the items found from chests are not shared across the party. A chest opened by a player cannot be opened again by the same player.

Note: Updates since the release of Nightfall have made the Rarity of items in chests random for each player. Before the Update if a player opened a chest and the item was gold, it would be gold for all players who opened that same chest. Now it is random and just because one player received a gold out of the chest it will not guarantee that you will receive one.

Acquisition

Value of Loot

While the keys are guaranteed to produce purple items or gold items, it is not guaranteed that these items will be perfect or have maximum statistics. In general, the key itself is worth more than the item produced from the chest if the item was sold back to the merchant. For example, a Shiverpeak Key costs 600 Gold but on average produces items that are worth 200-300 Gold to a merchant. The real value is that in identifying an item, it might unlock upgrades or turn out to have maximum statistics (which can then be used or sold to other players for a lot more than selling to a merchant). In most cases, if you find expensive keys during quick farming runs, it would be more profitable to sell those keys to other players or to a merchant, rather than finding a chest in the region and opening it.

The value of items produced from chests is directly proportional to the value of the keys. Gold items found from chests unlocked with Obsidian Keys will be near perfect in their statistics, while those unlocked by a Krytan Key may not even have maximum damage.

The keys themselves can be sold for half their price to all merchants.

List of Keys

 

Core

Zaishen Key
= 5,000 Balthazar Faction
= 5 tournament reward points
Isle of the Nameless
Phantom Key (750 Gold)
The Underworld
Tomb of the Primeval Kings
Obsidian Key (1 Platinum 250 Gold)
The Fissure of Woe
Lockpick (1 Platinum 500 Gold)
= 1 Platinum 200 Gold at Discount Merchants
 

Prophecies

Ascalonian Key (50 Gold)
Ascalon
Steel Key (80 Gold)
Northern Shiverpeaks
Krytan Key (200 Gold)
Kryta
Maguuma Key (300 Gold)
Maguuma Jungle
Elonian Key (450 Gold)
Crystal Desert
Shiverpeak Key (600 Gold)
Southern Shiverpeaks
Darkstone Key (600 Gold)
Ring of Fire Islands
Miner's Key (750 Gold)
Sorrow's Furnace
 

Factions

Shing Jea Key (80 Gold)
Shing Jea Island
Canthan Key (450 Gold)
Kaineng City
Kurzick Key (600 Gold)
= 3 Equipment Requisitions
= 480 Gold at Kurzick Merchant
Echovald Forest
Stoneroot Key (1 Platinum 250 Gold)
= 5 Equipment Requisitions
Urgoz's Warren
Luxon Key (600 Gold)
= 3 Luxon Totems
= 480 Gold at Luxon Merchant
The Jade Sea
Deep Jade Key (1 Platinum 250 Gold)
= 5 Luxon Totems
The Deep
Forbidden Key (600 Gold)
= 3 Imperial Commendations
Raisu Palace
 

Nightfall

Istani Key (80 Gold)
= 1 Battle Commendation
Istan
Kournan Key (450 Gold)
= 3 Kournan Coins
Kourna
Vabbian Key (600 Gold)
= 3 Trade Contracts
Vabbi
Ancient Elonian Key (600 Gold)
= 3 Ancient Artifacts
The Desolation
Margonite Key (750 Gold)
= 3 Inscribed Secrets
Realm of Torment, Nightfallen Garden
Demonic Key1 (1 Platinum 250 Gold)
= 5 Inscribed Secrets
Domain of Anguish
Keys for high-end chests count for the Treasure Hunter title track.

1 The Demonic Key was named Stygian Key until Dec 5th, 2006.

Related articles

Facts about KeyRDF feed

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

Lostpedia

Up to date as of February 07, 2010
(Redirected to Keys article)

From Lostpedia

The key that Jack wears around his neck. [source needed]
An unofficial, common fan-made fail-safe key replica, a large number of which were once sold on eBay

A number of keys are given particular importance in Lost by being shown on screen or specifically mentioned:

  • The key to the marshal's handcuffs. Kate unlocked one of the bracelets with the key she took from the unconscious marshal, who hit his head during turbulence, in episode "Pilot, Part 2". Kate then dropped the key in the plane when she reached for the oxygen masks. This key was lost in the crash.
  • The keys mentioned in Danielle Rousseau's distress message, heard in episode "Pilot, Part 2": "Brennan took the keys." It is unknown what those keys were.
  • The key to the marshal's safe deposit box number 815, which Kate used to open the safe deposit box in the New Mexico bank in episode "Whatever the Case May Be". How Kate obtained that key is still a mystery.
  • The key to the marshal's Halliburton case, in episode "Whatever the Case May Be". Kate apparently took the key from the marshal's wallet. Case and key ended up in Jack's possession for a time. He finally took it off in "The Long Con". Its current possessor is unknown.
  • Tom Brennan's keys. When Kate ran from the hospital in Iowa, she said, "I need your car keys," and Tom gave her his set of keys, in episode "Born to Run".
  • The key to Helen's place, which she gave John as a six-month anniversary present in episode "Orientation".
  • John's set of keys, which Helen took and threw on Anthony Cooper's property, in episode "Orientation". What happened to those keys is unknown.
  • The key to the marshal's handcuffs. Kate unlocked the handcuffs she took from the marshal after his car went off the road, in episode "What Kate Did".
  • The key Cooper gave to John for the safe deposit box, in episode "Lockdown".
  • The key to the fail-safe, in episode "Live Together, Die Alone". First seen in Kelvin Inman's possession and later taken by Desmond, who used it.
The key to Hurley's Camaro. ("Tricia Tanaka Is Dead")
The key to the DHARMA van brought to Hurley by VIncent. ("Tricia Tanaka Is Dead")

This article uses material from the "Keys" article on the Lostpedia 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

This is the Key disambiguation page.

A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

Disambig Template Help


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

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Key may refer to several items, most of which are used in quests.

For keys that are not named key, see list of keys.

Key is also a selection on the lower left of the world map which when clicked opens or closes a legend of icons for specific locations or buildings in the game.

This is a disambiguation page, distinguishing subjects with similar names.
If an internal link led you here, you may wish to change the link to point directly to the intended article.

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

Tibia

Up to date as of February 05, 2010
(Redirected to Keys article)

From TibiaWiki

Throughout Tibia are many doors. Some can be opened with a key, others can just be pushed open, others yet cannot be opened, at least as far as we know.

Contents

List of Keys

See also, Numerical List of Keys.

Image:Bone Key.gifBone Key, Image:Copper Key.gifCopper Key, Image:Crystal Key.gifCrystal Key, Image:Golden Key.gifGolden Key, Image:Green Key.gifGreen Key, Image:Orange Key.gifOrange Key, Image:Magical Key.gifMagical Key, Image:Silver Key.gifSilver Key, Image:Wooden Key.gifWooden Key.

Tibian Keys

Image:Wooden Key.gif Key 0000 -Old Master Key.
Image:Magical Key.gif Key 0000 -Current Master Key.
Image:Silver Key.gif Key 3350 -Isle of the Kings, upper monastery door

Guild Hall/Flat Keys

Image:Copper Key.gif Key 3900 -Unknown
Image:Copper Key.gif Key 3901 -Unknown
Image:Copper Key.gif Key 3909 -Unknown
Image:Copper Key.gif Key 3910 -Unknown
Image:Copper Key.gif Key 3911 -Unknown
Image:Copper Key.gif Key 3912 -Unknown
Image:Copper Key.gif Key 3913 -Unknown
Image:Copper Key.gif Key 3914 -Unknown
Image:Copper Key.gif Key 3915 -Unknown
Image:Copper Key.gif Key 3916 -Unknown
Image:Copper Key.gif Key 3917 -Unknown
Image:Copper Key.gif Key 3923 -Opa Wetterwach's tower
Image:Copper Key.gif Key 3925 -Unknown
Image:Copper Key.gif Key 3930 -Mercenary Tower
Image:Copper Key.gif Key 3931 -Mercenary Tower
Image:Copper Key.gif Key 3932 -Mercenary Tower
Image:Copper Key.gif Key 3933 -Mercenary Tower
Image:Copper Key.gif Key 3934 -Mercenary Tower
Image:Copper Key.gif Key 3935 -Mercenary Tower
Image:Copper Key.gif Key 3936 -Mercenary Tower
Image:Copper Key.gif Key 3937 -Mercenary Tower
Image:Copper Key.gif Key 3938 -Mercenary Tower
Image:Copper Key.gif Key 3988 -Unknown

Ab'Dendriel Keys

Image:Copper Key.gif Key 3012 -Hellgate entrance key
Image:Silver Key.gif Key 3033 -Ab'dendriel Troll caves
Image:Silver Key.gif Key 3001 -Draconia Pyramid
Image:Silver Key.gif Key 3002 -Draconia Pyramid
Image:Silver Key.gif Key 3003 -Draconia Pyramid
Image:Silver Key.gif Key 3004 -Draconia Pyramid
Image:Silver Key.gif Key 3005 -Draconia Pyramid
Image:Silver Key.gif Key 3006 -Draconia Pyramid
Image:Silver Key.gif Key 3007 -Draconia Pyramid
Image:Silver Key.gif Key 3008 -Draconia Pyramid

Carlin Keys

Image:Bone Key.gif Key 3520 -Carlin Graveyard
Image:Copper Key.gif Key 4501 -Senja Alawar's Vault Quest, storage room
Image:Copper Key.gif Key 4502 -Senja Alawar's Vault Quest, treasure room
Image:Copper Key.gif Key 4503 -Folda Minotaur Archer dungeon

Edron Keys

Image:Golden Key.gif Key 6010 -Demon Hell and Demon Helmet Quest, in Hero Cave

Fibula

Image:wooden Key.gif Key 3930 -Unknown
Image:Wooden Key.gif Key 3940 -Fibula Dungeon entrance
Image:Copper_Key.gif Key 3940 -Old Fibula Dungeon key
Image:Wooden Key.gif Key 3950 -Cyclops hole east of merc tower
Image:wooden Key.gif Key 3960 -Flute room
Image:Bone Key.gif Key 3960 -Flute room
Image:wooden Key.gif Key 3970 -Unknown
Image:Golden Key.gif Key 3980 -Deeper Fibula
Image:Golden Key.gif Key 4210 -Old Fibula

Jakundaf Desert Dungeon Keys

Image:Silver Key.gif Key 4001 -Fire Devils pit
Image:Silver Key.gif Key 4009 -Desert Dungeon Library
Image:Silver Key.gif Key 4022 -Room to 4009 key
Image:Silver Key.gif Key 4023 -Teleport room
Image:Silver Key.gif Key 4037 -Hall of Lost Doors
Image:Silver Key.gif Key 4055 -Fire Devil/Panpipe Quest Room

Kazordoon Keys

Image:Copper Key.gif Key 3800 -Emperor Kruzak's Chambers
Image:Copper Key.gif Key 3801 -Barracks
Image:Copper Key.gif Key 3802 -Dwacatra Prison and the Mine Hub
Image:Copper Key.gif Key 3899 -Paradox Quest

Mintwallin

Image:Silver Key.gif Key 3600 -Ghoul Room below Ancient Temple
Image:Silver Key.gif Key 3610 -Mintwallin laboratory
Image:Silver Key.gif Key 3620 -Mintwallin prison
Image:Silver Key.gif Key 3650 -Mintwallin
Image:Silver Key.gif Key 3666 -Mad Mage Room
Image:Silver Key.gif Key 3667 -Dead body in a room inside the Mad Mage Room

Outlaw Camp

Image:Copper Key.gif Key 3301 -Outlaw Camp tower, first door
Image:Silver Key.gif Key 3302 -Outlaw Camp tower, second door
Image:Copper Key.gif Key 3303 -Outlaw Camp lever
Image:Golden Key.gif Key 3304 -Outlaw Camp final door

Rookgaard Keys

Image:Silver Key.gif Key 4600 -Rookgaard Academy training room
Image:Silver Key.gif Key 4601 -Bear Room Quest
Image:Copper Key.gif Key 4601 -Bear Room Quest
Image:Silver Key.gif Key 4603 -Katana Quest

Thais Keys

Image:Silver Key.gif Key 0004 -Alpha Thais
Image:Silver Key.gif Key 0005 -Alpha Thais
Image:Silver Key.gif Key 0006 -Bridgekeepers house
Image:Silver Key.gif Key 0007 -Alpha Thais
Image:Silver Key.gif Key 0008 -Strange Tailsmen key
Image:Silver Key.gif Key 0009 -Alpha Thais
Image:Copper Key.gif Key 0020 -Thais Jail
Image:Silver Key.gif Key 0021 -South gate key
Image:Copper Key.gif Key 3100 -Old Skjaar key
Image:Copper Key.gif Key 3142 -New Skjaar key

Venore Keys

Image:Silver Key.gif Key 5000 -Wyda, the witch's house in Green Claw Swamp
Image:Silver Key.gif Key 5010 -Black Knight's Villa, in Green Claw Swamp

Plains of Havoc Keys

Image:Crystal Key.gif Key 3700 -In a beholder hole south of Venore
Image:Silver Key.gif Key 3701 -Necromant House in Plains of Havoc
Image:Crystal Key.gif Key 3702 -Knightwatch Tower
Image:Bone Key.gif Key 5050 -Dark Cathedral

Darashia Keys

Ankrahmun Keys


(fill in gaps and add keys, thank you)

Items
Items in Tibia

Body Equipment
Helmets
Helmets
Armors
Armors Shields
Shields
Legs
Legs Spellbooks
Spellbooks
Boots
Boots
Weapons
Axe Weapons
Axe Weapons Distance Weapons
Distance Weapons
Club Weapons
Club Weapons Sword Weapons
Sword Weapons
Wands
Wands Rods
Rods
Ammunition
Ammunition Old Wands
Old Wands
Tools and other Equipment
Amulets and Necklaces
Amulets and Necklaces Rings
Rings
Keys
Keys Light Sources
Light Sources
Tools
Tools
Household Items
Books
Books Containers
Containers
Contest Prizes
Contest Prizes Decorations
Decorations
Documents and Papers
Documents and Papers Dolls and Bears
Dolls and Bears
Furniture
Furniture Kitchen Tools
Kitchen Tools
Musical Instruments
Musical Instruments Trophies
Trophies
Plants, Animal Products, Food and Drink
Creature Products
Creature Products Food
Food
Liquids
Liquids Plants and Herbs
Plants and Herbs
Other Items
Clothing Accessories
Clothing Accessories Enchanted Items
Enchanted Items
Game Tokens
Game Tokens Magical Items
Magical Items
Metals
Metals Party Items
Party Items
Quest Items
Quest Items Rubbish
Rubbish
Runes
Runes Valuables
Valuables

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

Transformers

Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

The name or term Key refers to more than one character or idea. For a list of other meanings, see Key (disambiguation).
The Key is Sari Sumdac's very own MacGuffin in the Transformers Animated continuity family.
Time to watch some Picture Pages!

Originally just a security keycard, the Key possessed by Sari Sumdac holds a great power. Given a portion of the power of the AllSpark, the Key can be used to heal damaged Transformers, give life to machines, and control the machines. Such an object holds great power, and with great power comes great responsibility.

Sari had a little trouble getting a handle on that last part.

Oh, who are we kidding? She initially had no sense of responsibility when it came to the Key.

Fortunately, the Key itself has a better idea of when it should be used. Sometimes it can even overpower its owner to accomplish its own goals, even if they are contrary to Sari's wishes.

Sari, how many times do I have to tell you: That key is not a toy!

Ratchet, fighting a losing battle, "Lost and Found"

Fiction

Animated cartoon

Huh...pretty sure this has never happened before.

After Sari Sumdac met the Autobots, she convinced Bumblebee to take her to their ship. Once there, her inability to stay quiet forced the yellow and black bot to drop her down a shaft. She was deposited into the cargo hold where the AllSpark was located. Scanning Sari's mind, it channeled some of its power into the key. Optimus Prime discovered Sari, but was forced to rush to the med bay, where Prowl was dying. The Key began to glow, and she used it to heal his damaged circuits, saving his life. Several days later, Sari used the Key to restore Optimus Prime's spark after he was killed in the battle with Starscream. Transform and Roll Out!

While trying to get into her father's lab, Sari discovered that she could use the Key to control other machines. She activated the lock on the door, entering the lab, though Sumdac quickly moved her out of the room. The leftover energy, however, transferred itself to the head of Megatron, restoring his higher functions. Sari then used her Key to short-circuit her Tutor Bot and get out of class early. (Don't pretend you wouldn't have.) Home Is Where the Spark Is

When Bumblebee and Ratchet were creating an electromagnetic pulse to counter the Dinobots, Sari used the Key to give Bumblebee's stingers a boost. The AllSpark energy was channeled into the Dinobots, granting them sparks. Blast from the Past

When Blackarachnia arrived on Earth, she tried to use the Key to purge her techno-organic body and restore her original form. However, the Key began to drain the life from everything organic in Detroit, and it nearly killed Blackarachnia as well. Prime was forced to remove the Key to save everyone. Blackarachnia was noticeably displeased with this. Along Came a Spider

Megatron had been observing Sari for some time, including her liberal use of the Key. He built Soundwave as Isaac Sumdac's birthday gift for Sari. In fact, Megatron had designed Soundwave to evolve with each exposure to the Key, with the intention of using it as his new body. However, Megatron did not foresee that the Key would also grant Soundwave sentience. Sound and Fury

Sari used the Key to cheat at a game of street hockey with the Autobots. Later, the Key seemed to act as an early-warning system, projecting a beam of light whenever trouble for the Autobots appeared. When Blitzwing and Lugnut appeared on Earth, it projected a beam of light targeting them. Later on, it projected a similar beam of light at a series of missiles launched at the Autobots. Once the Autobots eluded those and Ratchet safely got Sari to their ship, the Key prevented her from sabotaging the vessel so her friends couldn't leave, and aided in repairing the weapon systems. It also not-so-subtly gave Sari a little jolt to remind her of the power she wields through it, working with the AllSpark to project holograms of Megatron. This scared her into a reconciliation with Ratchet and indirectly led her to realize how she'd been abusing the Key. This time, it looks like the lesson may stick. Lost and Found

Unfortunately, Optimus Prime didn't learn the right lesson. Although Sari had been chosen as the guardian of the Key, Prime was convinced by increasing Decepticon activity that it was no longer safe in Sari's care. He ordered Ratchet to confiscate it from her...and shortly thereafter, Ratchet was ambushed by Blitzwing and Lugnut, who stole the Key. They delivered it to Megatron, who used its power to rebuild himself, just as the foreboding vision had warned. Megatron Rising - Part I

In Megatron's hands, the Key proved capable of harming machines as well as healing, used by the Decepticon leader to offline his traitorous second in command Starscream. Megatron was also able to use the Key as a beacon to the AllSpark itself. However upon acquiring the AllSpark, Dr. Sumdac stunned Megatron and dropped the Key. Sari seized this opportunity and tossed the tiny object to Optimus Prime, who used it to shatter the shell that kept the AllSpark's energies in check. Megatron Rising - Part 2

In the wake of the shattering of the AllSpark, the Key proved effective in locating the scattered shards of the artifact. Unfortunately it also showed such endeavors to be a bit hazardous, as it could not be removed from a piece of equipment that had a shard lodged in its workings. Optimus Prime's axe was needed to destroy the machinery and free the Key. The Elite Guard

Later, after finding out she's part Cybertronian, Sari used the key to upgrade herself. This action turned out to be disastrous because she went out of control and the key, having all the power drained from it, was now useless. TransWarped

Trivia

  • The Key resembles the Key to Vector Sigma from Generation One. Both artifacts grant access to the life giving power of their respective hosts, and both can have potentially disastrous results if misused.

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







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