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Apparition: Misc


DC Comics

Up to date as of February 01, 2010
(Redirected to Tinya Wazzo (Post-Zero Hour) article)

From DC Database

Character Template Character Template
Real Name
Current Alias




Jo Nah (husband), Cub (son)


Base Of Operations


5' 6"

120 lbs (55 kg)




Marital Status


Tinya Wazzo is a Bgztlian, born with her powers.

Place of Birth

First appearance



Tinya Wazzo was the daughter of Winema Wazzo, the Btzglian Ambassador to the United Planets, and regularly chafed under her mother's obsession with running her life for her. One day, she was helping her mother at a conference, which included the official unveiling of the Legion of Super-Heroes (at that point composed of just the three founders), when, in a rush, she phased through the decorative UP globe rather than go around it and spotted something wrong. Thus, when Saturn Girl scanned the room, she picked up on this, giving time for Cosmic Boy and Live Wire to get rid of it before the blast went off. She then tagged along while they searched for the culprits and saved Saturn Girl's life and, along with Triad, was immediately inducted onto the team.

When she met Ultra Boy, the two were instantly mutually smitten, but their romance was tumultuous, with Tinya's mother - already angered by her entry into the Legion - dead set against it, until Tinya was apparently killed by Daxamite White Triangle terrorists, who burned her to death with their heat vision in the invulnerable Ultra Boy's arms.

However, that was not the end for Tinya. Shortly afterward, Jo (Ultra Boy) began having painful seizures, and, eventually, Apparition emerged from his body - although now permanently phased and with only Jo and her mother able to see her. Nonetheless, she played a small but critical part in freeing the Legion from the Emerald Eye's control, after it had corrupted Shrinking Violet. She accidentally freed Saturn Girl by phasing through her (with the side-benefit that Imra could now see her), and Imra managed to influence the others enough until Violet panicked, causing the Eye to send half the Legionnaires (including Imra, Tinya and Jo) back in time to the late 20th Century, and take Violet far away through space.

While stranded in the past, she encountered a psychic using a Bgztllian touchstone - a red stone that aided the Bgztllians' phasing, which encounter ended with her now visible to all, and able to disrupt machinery and electronics when phasing through them. Then, when Phase of the L.E.G.I.O.N. came to find the touchstone - hers - it was discovered that Phase was also Tinya Wazzo! The two involuntarily merged, and Tinya became the dominant personality in the resulting body, gaining a physical form once more. Through hypnotic regression, it was found that Tinya was half-Carggite, and that she should have had the Carggite ability to triplicate, but, unbeknownst to Tinya's mother, who hadn't known that Tinya's father was a Carggite and was only expecting one child, Tinya's father had stolen her other two bodies as newborns and sold them to the Luck Lords to pay off his gambling debts. Phase, lost in time, was one of these. The fate of her third body remains unknown.



Ultra Boy and Apparition remained extremely close in the following months, rarely being seen without the other by their side. Eventually, Tinya decided to make a point of going on a Legion mission without Jo, to prove to herself as much as to him that they could survive apart. This led to her, Brainiac 5.1, Cosmic Boy and Monstress being stranded far from Earth as, while they were away, the Blight used the Stargate network to take over the planet, shutting the door behind them. Brainiac would later comment that he wasn't sure which was worse - the month-long slog back to Earth, or Apparition's I-want-my-Ultra-Boy tantrums."

When they finally arrived back, they crashed to Earth as the Legion Outpost exploded behind them, and found Chameleon, the sole remaining uncaptured/unBlighted Legionnaire. Together with XS and Saturn Girl, who managed to escape, they found a way to defeat the Blight, while Tinya herself managed to convince Ultra Boy to throw off his Blighting.


Shortly afterward, the Blight's damage to the Stargate network led half the team to be thrown through a Rift in space to a "Second Galaxy." Just as Ultra Boy was about to go nuts at the thought of never seeing Tinya again, she seemed to appear from the floor. However, this was actually a telepathic illusion on Saturn Girl's part, who "played" Tinya in an attempt to keep Ultra Boy sane. When her deception was discovered, Jo Nah initially ignored Imra, then they ended up passionately kissing. Confused, they broke off and were awkward around each other until returning home.


Meanwhile, the real Apparition was present at the official disbanding of the Legion of Super-Heroes in the wake of the Rift disaster by United Planets President "Leland McCauley" (who, in reality, had been replaced by Ra's Al Ghul). There, Invisible Kid noticed she was pregnant, and she begged him not to tell her mother, now UP Vice-President, which he reluctantly agreed to do.

She lived with her mother for several months thereafter, until her mother, having discovered Tinya was pregnant, became overbearing, whereupon she fled to Rimbor, Ultra Boy's homeworld. There, she met Timber Wolf, who helped and protected her. The news of the Lost Legionnaires return would trigger her labour, and the baby was born successfully, in spite of an attempt by three mercenaries - hired by her mother to recover her and the baby - to kill her for ease of transport while taking the baby. They then stole the mercenaries' tickets back to Earth, whereupon Timber Wolf went with her.

On the ship, it became obvious that Cub, as the baby became known, was growing abnormally fast - and displaying the powers of both his parents. They were then stranded for a time when they were knocked out of warp space by the Robotican battle fleet, and it was discovered that the "engine" was in fact a living creature in significant pain.


Reunited with the Legion, she also reconciled with Ultra Boy, but their marriage came under strain after the extended separation, as she discovered a letter to Imra mentioning Jo's kiss with her, even as he and Imra realised that their kiss was borne purely out of confusion, and he misunderstood her relationship with Timber Wolf. In addition, Cub continued to age rapidly, reaching an apparent age of six years old after an experiment designed to retard his aging backfired. The tensions had not been resolved when the reality reconstructed itself.

Powers and Abilities


  • Intangibility: Ability to phase through solid objects.
  • Carggite duplication: Ability to split into three. Two of her bodies were separated at birth. She has found one, Phase. The third duplicate is still gone.



A Legion Flight Ring.

See Also

Links and References

  • Apparition at Wikipedia
  • Hero History: Phantom Girl, or "When The Girl Next Door Comes From Another Dimension..."', by Matthew Peterson, at Major


Wikipedia This page uses content from Wikipedia. The original article was at Phantom Girl. The list of authors can be seen in the page history. As with DC Database, the text of Wikipedia is available under the GNU Free Documentation License.

Legion of Super-Heroes member
This character is or was a member of the Legion of Super-Heroes from the 30th/31st Century, in any one of their various continuities. Including but not limited to, the Original Continuity, the Post-Zero Hour Legion, and the "Threeboot" Continuity.
This template will categorize articles that include it into the "Legion of Super-Heroes members" category.

This article uses material from the "Tinya Wazzo (Post-Zero Hour)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Final Fantasy VI Enemy
Japanese ぼうれい
Romaji Bōrei
SNES Name Specter
PS Name Specter
GBA Name Apparition

The Apparition is a Monster-in-a-box in Final Fantasy VI, located inside of the Phantom Train. It is never encountered again, not even on the Veldt, and successfully defeating it earns the party a Hyper Wrist. It is a decently powerful enemy, but is especially susceptible to Sabin's Aura Cannon. Cyan and Shadow can assist by using Fang and Throwing Shuriken, respectively.

The easiest way to defeat the Apparition is to have the Ghost accompanying the player use Possess on it, killing it instantly. Though the player will lose the Ghost as a party member, but they are nearing the front of the train and thus the Ghost will leave shortly after the battle anyway.

Related enemies

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


Up to date as of February 08, 2010
(Redirected to Type-25 Troop Carrier article)

From Halopedia, the Halo Wiki

(108 votes)
Were you looking for the Phantom-class dropship, which was used in Halo 2 and Halo 3?
Production information




Technical specifications

27.80 Meters (91.30 Feet)


18 Meters (59.1 Feet)


11.8 Meters (38.8 Feet)

Maximum acceleration
  • Cruising - 350 KPH (217.35 MPH)
  • Maximum - 1,100 KPH (683.1 MPH)
Maximum speed (atmosphere)

under Mach 1

Slipspace Drive





1 Fuel rod cannon hit

  • 1 Pilot
  • 1 Ops
Minimum crew
  • 1 Pilot

Pilot, crew, and troops for transport

  • Dropship
  • Gunship
  • Scoutship

Human-Covenant War


Covenant, probably Covenant Separatists


The Type-25 Dropship[1], otherwise known as the Spirit or T25 TC[1], is a Covenant infantry and logistical transport craft.[2] It is generally thought that they ceased to be in widespread use after the Battle of Onyx.



Spirits are angular, tuning fork/U shaped spacecraft with two parallel personnel bays along the exterior of each "prong". They are known to be used to transport Elites, Jackals, Grunts, and Brutes. Hunters have been reported being seen coming out of the bays. Spirits have been known to ferry Covenant vehicles within the blue colored energy field between their prongs, usually Ghosts and Wraiths, or other small objects such as supply canisters.

Around the time of the Battle of Earth, it would seem that the Spirits were completely replaced with the more heavily built Phantoms, though, since great numbers were probably produced, were still used in the Battle of Onyx. A modified Spirit was used by SPARTAN-117 to get him and his team aboard the Unyielding Hierophant in Operation: First Strike. During the Battle of Harvest, a destroyed Spirit was used by the Huragok Lighter Than Some as raw material to create a vehicle that would later be adopted by the Brutes as the "Brute Chopper".

It is speculated that the Spirit is not designed for combat drops, but is instead a cargo transport, though it is armed with a heavy plasma auto-cannon. During the events of the Battle of Installation 04, Spirits were the dropships the UNSC encountered on Alpha Halo.


The Spirit is a moderately large craft, similar in size to the Pelican dropship of the UNSC. Capable of powered flight and hovering, this dropship appears quite cumbersome and awkward to pilots based on battlefield observations but has been known to reach speeds of 350 kilometers per hour while cruising and has a suspected maximum speed of 1,100 kph.

The craft is a dedicated transport of infantry and vehicles. As such it possesses only one defensive weapon, a heavy plasma cannon nearly identical to that of the Shade plasma turret. The weapon is located beneath the main fuselage of the vessel. It fires slowly but with fairly high accuracy. The gun's invincibility makes up for its bad defense of the ship, as each bolt from the cannon takes a long time to reach its target, allowing for easy evasion especially when in a vehicle.

The Spirit possesses two troop bays each capable of holding four Grunts, Jackals, or Elites. Within each of these bays there appears to be a door hinting at the possibility that more soldiers could be unleashed from deeper within the vessel. Each of these troop bays has two doors that open and close vertically; however, they do not close fully and leave a small opening along the length of the bay. Keen eyed snipers can take advantage of this and terminate soldiers before they even touch the ground.

Between these extended personnel bays, an energy field fluctuates visibly as it generates the ship's anti-gravity propulsion (similar in appearance to the energy pulse of the "gravity lift" elevators the Covenant use to commute between the ground and the hovering ships). This same gravity-beam is used to ferry Shades, Ghosts and other ground vehicles to their destinations.

While these dropships have life support for use in vacuum, they do not have a Slipspace drive. In Halo: First Strike, a Spirit was modified so it could be launched out of a ship already in Slipspace. Even with this modification, the Spirit became severely damaged after the exit and was still unable to travel into Slipspace on its own accord.


In the games, Spirits appear in Halo: Combat Evolved, Halo Wars, and Halo: Reach as the primary dropship of the Covenant. They do not make any appearance in Halo 2, Halo 3, or Halo 3: ODST, having been replaced by the sleeker, larger, heavier, and faster Phantom. In the books, they are mentioned in Halo: The Fall of Reach, Halo: The Flood, Halo: First Strike, Halo: Ghosts of Onyx, Halo: Contact Harvest, and the Halo Graphic Novel.

It is not specifically known why the Spirit was removed from Halo 2 and 3, however it could be that the Phantom was in the process of replacing it as a newer model, or that the Phantom was preferred by Bungie.

Spirit in Combat

Halo: Combat Evolved

A Covenant Spirit dropship.

The Spirit is indestructible, unless a mod for the PC version is used to enable one shot kills. If so, it will then simply look as if burned, it will lose its ball-turret, and all occupants will die. No amount of firepower that the player can bring to bear is capable of bringing the ship down if no mods are added.

The best tactic, if on lower difficulty levels, is to attack the vulnerable infantry (shoot or toss a grenade) as they disembark from the Spirit. On higher difficulties, this would be unwise; hiding behind cover until the ship leaves is often the best course of action in this situation. Without cover or good tactics, a careless player might die quickly. As well as being able to drop of a rather large amount of Covenant troops on the battlefield, the Spirit is also capable of providing heavy support in combat. When dropping off troops, the Spirit will be stationary in the mid-air for a few seconds, before descending and opening it's troop bay doors located at the outer side of either arm of the vehicle.

Another easy tactic, especially on later parts of the level "Halo", is to simply drive your Warthog across the area where the enemies jump out. If timed correctly, you can easily run over all of the disembarking Covenant units.

Halo Wars

A Spirit dropship as it appears in Halo Wars.

The Spirit is used to deliver quite large amounts of troops on the battlefield, including units that normally wouldn't fit inside it, including Hunters, to enhance gameplay. It's quite fast, and quite resistant to damage: it is advisable to take it out just before the troops it carries disembark, as you will then be able to focus your fire on a single unit rather than a dozen. Once the troops are on the ground, it cannot be destroyed.

The preferred units for taking down an airborne Spirit are Wolverines, Hornets, and Hawks. Spirits in Halo Wars don't engage enemy targets and are only seen in the Campaign, mainly on the mission "Dome of Light". Spirits in Halo Wars utilize gravity lifts to deploy and pick up troops, rather than the side-mounted troop bay doors as in Halo: Combat Evolved.

Halo: Reach

Spirits are confirmed to be returning in Halo: Reach. Presumably, they will have the same combat system as in Halo: Combat Evolved.

Known Spirits


  • The Spirit did not get an official and sanctioned name until Halo: Ghosts of Onyx was released in October 2006. Up until that point, the ship was simply referred to as the "Covenant dropship". Other sources unofficially referred to it as the "Apparition", the "Spook", the "Harbinger", and even the "Bandit", based on the military term for an enemy used by a Marine to refer to a Spirit in "Halo".[3]
  • The Marathon logo can be seen on the front of the cockpit.
  • Lorraine McLees described the Spirit as "having the coolest rear-end of all the Covenant ships."
  • The Spirit seems to be slower than the Pelican, as described in Halo: First Strike its maximum velocity was "under Mach 1" while the Pelican could reach "Mach 3", although it may be due to the fact the Pelican in question was almost in freefall.
  • The Spirit was incorrectly referred to as a Banshee in Halo: The Flood.
  • In Halo Wars, when a Spirit was picking up the Arbiter, after he had captured Ellen Anders, it used a gravity lift to pick him up, showing that some earlier models possibly used gravity lifts.



  1. 1.0 1.1 Type-25 Dropship
  2. Halo: Ghosts of Onyx
  3. "...Phantoms, Spirits, and even Banshees..." Pg. 195 of Ghosts of Onyx



Covenant Starship Classifications
Ground Support Aircraft Banshee - Vampire
Starfighters Seraph-class - Tarasque-class heavy fighter - Gigas-class fighter-bomber
Dropships Spirit - Phantom - Boarding Craft
Support Starships Stealth Corvette - Agricultural Support Ship
Light Capital Warships Frigate - Destroyer - CAR-class Frigate - CPV-class Destroyer
Cruisers Light Cruiser - Cruiser - CCS-class - Reverence-class - Battleship - Supercruiser
Carriers Carrier - Assault Carrier - Supercarrier
Space Stations High Charity - Unyielding Hierophant
Ground and Air Vehicles of the Covenant
Light Combat Units GhostSpectreChopper
Armored Units ProwlerShadowWraithAnti-Air WraithHonor Guard Wraith
Walkers LocustScarab
Transport Aircraft SpiritPhantom
Combat Aircraft BansheeVampireSeraph
Other Shade

This article uses material from the "Type-25 Troop Carrier" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Dreams and visions article)

From Lostpedia

"The thing that's cool about the Island is that the Island can sort of conjure up these images of great importance from your life. Then the characters on the show have to sort of deal with the consequences. Those visions often provide tests, and those tests are right along the axis of what is most important for the character." -- Carlton Cuse, DVD commentary for "The Man Behind the Curtain".

In addition to flashbacks, many characters in Lost have had dreams and visions.



The following characters have had dreams or visions:

Season Main article
Ben 3
Boone 1
Charlie 2 Charlie's dream
Claire 1,4 Claire's dream
Desmond 3 Desmond's flashes
Eko 2,3 Eko's dreams
Hurley 2,4,5
Jack 1,4
Kate 2,4
Locke 1,2,3,4,5 Locke's dreams
Michael 4
Sayid 2
Shannon 2
Walt 5

Details are listed below, sorted by episode.

Season 1

Season 2

Season 3

Locke has a vision quest ("Further Instructions")

Season 4

Hurley's vision of Charlie. ("The Beginning of the End")
Claire's manifestation in Aaron's room. ("There's No Place Like Home, Parts 2 & 3")

Season 5

Recurring themes

Seeing dead people

See also: Mediumship

Many dreams and/or visions have consisted of characters interacting with dead characters:

Many visions of people who have died appear barefoot.

Asking to help others

In some of the visions where a dead person appears, he/she asks the one having the vision to help somebody:

Literary references to dreams and visions

Main article: Literary works

The following books seen and referenced on the show have a major surrealist/dream element to them.

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


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