How do these things work? Someone offered to sell me a Cyb. Def. Red Alert without the key but I'm not exactly sure how much it matters.
I forget where it goes on him, but you insert it in the slot and some kind of spring action with weapons should happen. I think with Cyb Def Red Alert, his missle launcher expands.
I saw that on youtube. It looks kinda 'meh'. The thing I was concerned about was how much I really needed it. On Vector Prime, it's pretty much useless.
There are other ways to trigger the gimmicks. All you really need is something that can fit inside the keyhole and press the activation button. CD Red Alert has two Cyber Key gimmicks. The one on his rocket can be easily activated by just removing the rocket and pushing the small black button at its base. The other one springs out the arm on his shield/gun/weapon mount thing. This can be done by using something to hit the trigger in the keyhole or, if you don't mind applying some force, the arm can be pulled away from its lock manually.
If he's not your only Cybertron figure, just remember what ActionMasterZod said; you can use any key on any figure. One key to trigger them all, and in the darkness...lose their missiles...or something like that...
A really small screwdriver is good for activating key gimmicks if you don't have a Cybertron key handy.
And in Supreme Starscream's case, his arm gun often pops out when a Cyber Planet Key is nowhere near him.
he he he... I thought it was just mine. And yea, as already's been mentioned, you can use any Cyber Key on any figure. You can find jus the keys sometimes in Junkion or eBay sometimes too, if you want it for display.
Depends on the figure. Some of them just release a switch to make something pop open, then you can remove it again. Some of them actually hold something open while they are in the slot, and it closes again when you pull the key out.
Generally, if I'm messing with a TF, I'm going to have a much easier time finding a cyber key than a screwdriver. But then again, I'm one of the ones who really liked the key activated concept (they're high density energon cells in my universe).
vector prime catches a lot of flak. But the cyber key feature was pretty good. essentially he has three sounds. (you need batteries) one for the key insertion, one for the right arm and one for the key inserted with the right arm.for $20 vector was a bargain voyager. missle, minicon, sword and three sounds. reminds me of rid magnus' electronics. cybertron defense scattorshot or mudflap have the best key functionality though with spring loaded weapons on each arm (double keyports) cyber keys are interchangeable for the functions. there are codes on the back that used to work at hasbros site but now can be used with fan sites that list the info to organize your key pile to the correct figures. Though the key ports should be interchangeable sometimes a odd key can be slightly misshaped for the port and while it will work it can jam. getting the key the figure came with is the best way to avoid key jamming, which is'nt bad just very upseting (though you can get the key back out; its still unpleasant) when I don't want to activate a gimmick with a key though I just use a smallish transformer weapon like cybertron hardtops gun or cybertron scrapmetals vibro saber.