Activation Number Transformers Wiki
In the second G.I. The Transformers crossover from Devil's Due Publishing Cyclonus and Scourge would appear as Shockwave's bodyguards, along with Dirge, Thrust and Ramjet. They were eventually destroyed after Cobra Commander activated a booby-trap within Starscream, destroying him and all others within.
He kills you with culture. And also violence.
Formerly the known as Damus and Glitch, Tarn is an eloquent. He enjoys nothing more than playing beautiful as he waxes poetic quoting and other philosophical works. He tends to indulge these pleasures at the same time he's using his specially modulated vocal processor to cause the 's latest transgressor's spark to self-destruct. The leader of the D.J.D., Tarn epitomizes the mentality of the team. He is beyond zealous in his devotion to Megatron's cause, going so far as to emboss the Decepticon onto his own faceplate.
No traitor, no coward is capable of escaping his team. Despite appearances, Tarn is a mess of contradictions. Viewing himself as the central pillar of the D.J.D., he can be as brutally violent as any other Decepticon, but views himself as a bureaucrat and his team as his administration. He believes his actions are entirely justified, yet sometimes his thoughts are a constant stream of self-denigration. He works hard to run a tight but fair ship, and is not above taking in an open-minded, needy stray. On the other hand, for all his thoughts of sophistication and control, Tarn can go from affable to life-threatening at the least provocation. His addictive tendencies have led to him burning out his original years ago, and his reliance on the power-enhancing can lead to his losing himself to the lust for violence.
And have no doubt that while he may try and convince himself otherwise, Tarn is a truly sociopathic murderer. Ultimately whether Tarn is a monster or not is irrelevant. His utter devotion to the Decepticon cause means he will ensure the fear of Megatron is put into any that would consider abandoning their noble goals. Damus was, born an exceptionally powerful and an outlier who possessed the ability to render non-sentient machinery inoperative by touching it, but with one drawback: the power hurt him every time he used it. Before the, Damus attended the where they possibly attempted to analyze his brain-wave patterns and kept his outlier status hidden from the and.
At some point, he crossed the and was subjected to: his hands and head replaced to mark him out as someone to shun. After that, to tie in with his power, he started to call himself Glitch.
When devised a plan to steal a bomb disguised as the from 's corpse his recruited Damus, and from the Academy to participate in the heist. Damus's part in the plan was to deactivate the deflector beams above the and despite a slight hitch when Damus accidentally jammed Skids's grappling hook by touching his arm, the plan succeeded. Following Shockwave's capture and brainwashing by the, the Outliers stuck with Orion Pax and aided him in defending a in from 's forces.
By this time Damus had gotten replacement hands and learned to use his power from a distance, utilizing it to break down vehicles from afar. With help from a group of time travelers from the of the future, the group took down a weapons platform sent to irradiate the hot spot's, then had their memories of the travelers wiped. During the whole affair, Orion Pax recommended reading Megatron's treatises around Glitch: 'powerful stuff,' he said. Considering Megatron's stated reasons for converting him to the Decepticon cause, we can only assume that he listened a little too well. Exactly how and when Damus joined the Decepticons is unknown, but Megatron would later claim he had deliberately 'corrupted' Tarn to hurt someone and prove a point.
Damus joined early enough to be at the beginning of Megatron's march across Cybertron. Rebuilt under the supervision of, Damus's power and endurance was considered by to put him on the same level as a. His mask was taken as a sign of Decepticon supremacy but, at least so he told himself, it was really so nobody would notice when he closed his eyes around Decepticon brutality. In one particular battle during the war, Damus tussled with. 'How's it hanging? That dude is really hanging there. 'Stop it, you uncultured mech.
You came here to report, not make puns.' Damus became commandant of, where he became associated with ', playing it at maximum volume to drown out the screams of the prisoners he executed via smelting. In this, he was trying to deliberately bastardize a song composed by to celebrate and the. One of his prisoners, soon after the prison's smelting chamber had malfunctioned, was his old comrade Skids. Damus bargained with Skids to fix it, telling him it was a 'teleport chamber' and fifty prisoners would be released from Grindcore for this, and was able to con Skids into thinking that he could be trusted.
Skids was relaxed enough around Damus to take praise genuinely and push for more freed prisoners later. In the end, Damus sent all fifty prisoners to the 'teleporation chamber' and forced Skids to watch as it was used to execute a group of prisoners, including Skids's cellmate, melting them down into raw materials for use in the creation of. As Skids was made to watch, Damus cruelly used the event to deliberately cripple Skids's religious faith. After Damus became leader of the D.J.D. As 'Tarn' (and would never again use his old name), his powers developed to the point where he could shut down sentient machines using his voice alone. Under him, the group became very focused on paperwork: the required good administration, in his view.
Some two hundred years ago, Tarn was present at Megatron's current command center when returned from a botched mission on. Some time later, the DJD established a base on the world of in order to obtain the 'Nuke' superfuel there. Tarn coerced, head surgeon of the planet's Autobot medical facility, into helping feed his addiction by supplying him with an ever-increasing number of transformation cogs from deceased patients, in exchange for the hospital being unmolested by his team. Pharma would eventually cut off Tarn's supply by orchestrating the facility's shutdown.
He's got friends on the other side. Informed by Decepticon spy that high-priority target was aboard the starship, Tarn and the D.J.D. Continued to work through their of offenders as they waited for Brainstorm to drop the ship's shielding so they could pick up Overlord's signal. One such unfortunate was, whom Tarn explosively finished off with his deadly voice, after which the team set course of the planet to hunt down Decepticon deserter. Arriving on Clemency, the team discovered a mysterious awaiting them; when Tarn investigated, he found it contained a deranged, -enhanced, unleashed by Fulcrum and his new allies, the.
Tarn was soon able to subdue the brain-damaged, but was then crushed beneath the foot of a battle-mech that had activated. Tarn recovered in time to hear Fulcrum deliver a speech to all assembled about Decepticon ideals before apparently committing suicide.
At that point, detected Overlord's long-awaited signal, and Tarn ordered the D.J.D. To head out—but not before warning the surviving Scavengers that their names had now made it onto. Tracking Overlord's signal, the D.J.D.
Found the Lost Light—which was, unbeknownst to Tarn and his team, actually one of two versions of the ship created by a malfunction of its —near the planet. Despite having promised Brainstorm they would not harm any of the crew, the discovery that the traitor was aboard the ship them set the D.J.D. Off, and after dealing with him, they set about murdering the rest of the ship. Tarn personally destroyed,, and, and forced a large portion of the crew to transform before executing them, leaving their transformation cogs warm for location and harvesting. Eventually, Tarn removed a still-restrained and suicidal Overlord's head with a chainsaw, and the D.J.D. Left the ship. ' Cause when push Comes to shove I will send a fully armed battalion To remind you of my love for the cause Sometime during the months that followed, Kaon spontaneously began right in front of Tarn, who tried to get his teammate to tell him what he could do to help, before the mysterious effect subsided.
Also during this time, the D.J.D. Welcomed a new member—, last survivor of a Cybertronian colony wiped out by the. At Nickel's insistence, they returned to Ofsted XVII to salvage the quantum engines from the derelict Lost Light. They wound up arriving in the middle of a battle between the Consortia and the, who teamed up against the Cybertronians. Under attack by both sides and faced with additional enemy reinforcements, Tarn was forced to retreat, leaving Vos and Kaon behind. The diminished D.J.D. Returned to their duties, though Tarn began to weary of the work.
After apprehending the -worshipping, Tarn was about to end his life using his voice, until Blip used his last words to demand that Tarn remove his mask. Affronted, Tarn allowed and to finish Blip instead, averting his gaze beneath his mask. Tarn subsequently ordered performance reviews for the team, and nearly came to blows with Tesarus when he implied that abandoning Vos and Kaon was not the Decepticon thing to do. Calming himself, Tarn explained that they were returning to Ofsted XVII again in order to recover their bodies, but was interrupted by Helex's announcement that Vos and Kaon had returned to the ship safe, sound, and with something unbelievable: a postwar edition of that revealed Megatron himself had defected from the Decepticons. His world shattered by this discovery, Tarn had the D.J.D. Return to Messatine, where he attempted to fatally overdose on Nuke.
Finding even the sensation of dying disappointing, Tarn opened his eyes to see a distraught Nickel pressed against the glass of his fueling capsule. The sight of her triggered a revelation for Tarn: she was a 'bot who had experienced first-hand the threat the predominantly-organic universe posed to Cybertronians, and who had fully embraced the Decepticon cause despite living her life outside of the war. The cause, Tarn now realized, was bigger than any one 'bot—bigger than Megatron. Galvanized, Tarn set up a meeting with the rogue Decepticon warlord aboard his stolen.
Knowing full well he was on the D.J.D.' S list, Deathsaurus pre-emptively attacked Tarn upon his arrival, even deactivating his audio receptors to protect himself from Tarn's voice, but Tarn was able to communicate with him and his troops through and explained the reason for his presence: he wished them to ally with him, in return for their being taken off The List. Deathsaurus agreed on the condition that Tarn kill the rest of the D.J.D., which Tarn refused to do—which was the response Deathsaurus had been hoping for. With their alliance cemented, Tarn declared their new objective: kill the traitorous Megatron and all of his allies! The allied forces of Tarn and Deathsaurus proceeded to attack the, killing and using his machinery to broadcast a message that lured Megatron and all those aboard the Lost Light sympathetic to him down to the planet. When they arrived, the villains shot them down and cornered them in the Necrobot's fortress. As an act of indirect torture, Tarn had their forces pull back, warning Megatron and his comrades that they would return at sunset, leaving them to stew in their own fear.
Returning to the, Tarn spent the time showing off his collection of Megatron's writings to Deathsaurus, and discussing tactics with his men; he did not take Tesarus's concerns about the Necrobot's fortress's storm shield seriously, but the discussion was interrupted by a call on Tarn's personal communicator from Megatron himself. Give me your.you know the drill.
Tarn agreed to a meeting with Megatron alone, whereupon his former leader agreed to surrender in exchange for the rest of the Autobots being allowed to go free. Saddened and disgusted to truly see with his own eyes how far his idol had fallen, Tarn beat him to within an inch of his life, and was just about to deliver the killing shot when suddenly appeared, insisting that it was his right to end Megatron's life. Both refused to stand down, resulting in a bickering battle between the two that gave Megatron the chance to escape. Realizing their folly, Tarn and Overlord agreed to a truce, though Overlord continued to needle Tarn all the way back to the Peaceful Tyranny. The final straw came when a distraught Kaon arrived with the news that the Autobots had kidnapped the D.J.D.' S; determined to cut out of both the hearts of himself and his men the compassion that he saw as Megatron's downfall, Tarn slew Kaon on the spot, tearing his head from his shoulders.
At sundown, Tarn led the Decepticons in their attack, playing 'The Empyrean Suite' across the battlefield as battle commenced. He initially hung back with Deathsaurus, but joined the fight in earnest after a temporary power-up acquired by the Autobots wore off, ripping clean in half. Unfortunately, that turned out to be just the thing to bring Megatron out onto the battlefield, cutting swathes through the Decepticon troops. Tarn surreptitiously ordered the D.J.D.
To retreat, whilst demanding Deathsaurus's troops enact a suicidal assault on Megatron. When the ex-Decepticon's new fusion cannon was destroyed, he unexpectedly sunk to his knees in panicked defeat, and Tarn and Overlord moved to strike the final blow together. You will die alone. Their shots, however, were reflected by the sudden activation of a forcefield by Megatron. Whilst Overlord and Deathsaurus abandoned the planet, unwilling to waste their time and troops respectively on Megatron, Tarn and the other remaining members of the D.J.D. Assaulted the forcefield until they could finally force their way in.
Unfortunately, this was all according to Megatron's plan–after years of study, he had finally managed to interlink his systems with a black hole to harvest antimatter. With his former enforcers now trapped, Megatron tore through them with tendrils of antimatter, speaking their true names at the moments of their deaths. Tarn was saved for last, his mask ripped off as Megatron called him by his previous name: 'Glitch'. Tarn first begged for Megatron to be 'reasonable', then tried fake bravado, just as many of his own victims had done. And with as little success.
Completing his denouncement of his former enforcer, Megatron informed Damus that 'Everything you did was for nothing' and obliterated him with antimatter. The Functionist Universe. 'What are you gonna do, talk me to death?' 'Yup' • said in a Facebook interview that his ideal voice for Tarn is.
• Like all non-toy robot in the Kre-O comics, Tarn is made from existing Kre-O parts, but extensively 'painted'. He uses the helmet, the arm-cannon, and some kind of setup to wear the Bludgeon treads on his back. • For some time, the popular speculation among the readership of MTMTE was that Tarn had originally been. Mugen Wolverine 71113 Oil more. Dropped a number of clues to further this theory before the actual revelation in, which revealed these to be nothing more than red herrings.
James Roberts cheekily had Roller reveal himself as still alive and intact on the page right after Velocity asked who Tarn really was and just before the actual unmasking. • Damus's city of origin was never revealed in fiction, but was stated by to be.
Autobot Basics As simple as the Autobot official COA may be—'blow up stuff that bears the Decepticon emblem'—there are actually some deep gameplay elements to Transformers. Check over these basic training points, and keep them in mind at all times while adventuring through the large landscapes of the game. After you're done here, be sure to check out our expert Battle Tactics to unleash some Decepticon-icide. Autobots Hot Shot Hot Shot is the weakest of the three Autobots, both technically and in actual usability. His strength in speed makes him much more maneuverable—in both vehicle and robot modes—and therefore useful in trying to track down the various Mini- and Data-Cons.
Unfortunately, his weak defense and attack powers make him completely forgettable when it comes to actual mission progression. Surviving with Hot Shot during any of the mid-to-late stages of the game is very difficult. If you do choose to play as Hot Shot, make sure that you equip plenty of defense-boosting Mini-Cons, though his limited Loadout capacity will force you to sacrifice other essential Mini-Cons. Red Alert Since Red Alert's defense and attack ratings are on par with Optimus Prime, Red Alert is a solid alternative to Prime during most missions. He's well-balanced with defense and speed, and significantly more maneuverable than Prime: you'll be able to dodge more fire with him than Prime can.
Unfortunately, his biggest weakness versus Optimus Prime is his more limited Loadout capacity. With two fewer Loadout slots, you'll have to be even more prudent with your Mini-Con selections. Use Red Alert if you need some extra speed, but for general mission tackling, Prime is still better.
Optimus Prime For all purpose ass-kicking, Optimus Prime is your Autobot of choice. With the best attack rating of the three Autobots, Prime can deal more damage to massive quantities of Decepticlones than anyone else. His only weakness is his sluggish speed, which makes him an easy target for enemies. Since you won't be able to dodge as much fire as Red Alert and Hot Rod, it's always a good idea to equip an energy shield with Prime to absorb a large portion of the shots you can't dodge. Luckily, Optimus Prime has the largest Loadout capacity, letting you pack on up to ten levels of Mini-Cons. Use Prime for the bulk of the missions, and even when hunting down heavily-guarded Mini- and Data-Cons.
Transformer Jump Sometimes your Transformer's regular jump just isn't quite enough to cut it. There are many short ledges throughout the levels that are just barely out of reach, or some long jumps over ravines that are well beyond your Autobot's normal capabilities. Using your ability to transform, you can extend your Autobot's ability to jump, reaching new areas—areas often hiding special Mini-Cons. There are two basic types of jumps that transformation can help with. If you're simply trying to jump onto a platform that's just out of reach, jump up and, at the very peak of your jump, transform into a vehicle.
The transformation process will put you just a little bit higher in the air, which is quite often just enough to get you onto some short ledges. It almost always takes multiple attempts to successfully Transformer Jump onto a barely-out-of-reach ledge, and you may need to gas it up hill after landing on the ledge to make it all the way up. The other form of Transformer Jumping is used to leap over large gaps in the earth. For this form of jumping, you'll want to start out in your vehicle mode—charge towards a gap at full throttle, and take the jump over the ravine.
The speed of your vehicle is often enough to carry you over the jump, though you'll often need just an extra bit of distance on your jump. To extend your jump even further, transform back to robot mode in mid-air.
The transformation will send your Autobot curling through the air, and will let you jump even further! Loadout Though you won't have to consider it much early in the game, your Loadout limit will actually become a huge factor later in the game as you acquire more and more Mini-Con upgrades, and have to begin balancing your Loadout—you won't be able to carry everything you want.
Each of the three Autbots has a different Loadout limit. Hot Shot has the lowest Loadout limit, while Optimus has the highest, letting Optimus carry more powerful Mini-Cons. Each Mini-Con has a certain power rating that, when equipped, takes away from the Autobot's Loadout limit. A Mini-Con like Bulletproof has a power rating of two, meaning that Bulletproof, when equipped, takes up two slots of your Autobot's total Loadout. A Mini-Con such as Aftershock has a power rating of four, and therefore takes up much more of an Autobot's loadout. Since certain Mini-Cons are more powerful than others, you won't be able to equip any four Mini-Cons—you'll have to carefully balance which minicons you use, based on how much Loadout space you have. If you see the message 'Overload' on the Mini-Con equipment screen, you'll have to retool your Mini-Con setup to one that doesn't overload your Autobot.
For reference, Optimus Prime has 10 available Loadout slots, while Red Alert and Hot Shot have 8. Retreat to Autobot Headquarters The huge levels of Transformers are littered with towering blue spires of light. Approach these spires of light and you can activate them to save your game progress. Almost as important, these save points let you transport back to Autobot Headquarters. If your Autobot is heavily damaged and can't go on further you can use the save points to go back to Autobot Headquarters—when you use the drop zones to return to where you previously were, your Energon health will be refilled.
You can also use this time to readjust your Mini-Con Loadout, though be warned. Exiting the level to go back to Autobot Headquarters will reset enemy placements—any enemies you killed before exiting the level will be re-spawned, and you'll have to destroy them again if you need to get past them. Collecting Mini- and Data-Cons Throughout the seven levels of Transformers are 40 Mini-Cons and 58 Data-Cons to find. The first level, Amazon, alone has more than twenty different Cons to find, though you will not be able to grab all Mini- and Data-Cons on your first run through the level.
As you find new Mini-Cons that give your Autobot new abilities you'll be able to reach areas of early levels that were previously beyond your grasp. If you see a Con that's atop a hill, and you've no idea how to reach it simply continue to progress through the game to find a necessary Mini-Con ability. Rip Rig And Panic God Rar. There are four Mini-Cons that will directly aid you in your hunt for other Mini- and Data-Cons.
The Mini-Con Slipstream gives your Autobot glide wings, letting you jump from high peaks and glide to other areas that are otherwise too high to reach by jumping. The Mini-Con Fullspeed extends your gliding ability, letting you dash in mid-air to glide even further, and even ascend higher.
Highjump fulfills his name and gives your Autobot the ability to jump significantly higher than normal, letting you reach high ledges where gliding isn't an option. Finally, the Mini-Con Shepherd lets you see Mini- and Data-Con locations, even through walls and terrain, letting you know exactly where they are.
After collecting these Mini-Cons, revisit past missions to go Con-hunting.