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Dr Who

Up to date as of January 31, 2010
(Redirected to Ghost article)

From TARDIS Index File, the free Doctor Who reference.

For the audio drama, see Ghosts (audio).

Ghosts are a phenomenon occurring in the collective mythology and popular culture of Earth and other worlds including, perhaps, Skaro. Those who believe in ghosts sometimes hold them to be souls that could not find rest after death, and so linger on in the world of the living. This inability to find rest is often explained as unfinished business.

A ghost is sometimes referred to as a fetch, and the woods around Fetch Priory were long believed to be haunted, the result of its being near a relative continual displacement zone, or hole in time. (DW: Image of the Fendahl)

Eugene Jones was able to interact with Gwen Cooper of Torchwood Three for a time after his death as a de facto ghost. Ultimately, he briefly became visible to not only Cooper, but other members of the Torchwood team, before "crossing over" and ceasing to be a ghost. (TW: Random Shoes)

A Cardiff building was haunted by three cowled men with scythes, it is unknown what these things actually are, but were considered ghosts. Toshiko Sato and Ianto Jones were sent by Torchwood Three to kill them. They appeared in front of them, and were shot dead by Tosh and Ianto. (TW: Exit Wounds)

Mistakenly identified as Ghosts

  • When the Torchwood Institute began its studies of the breach created by the Void Sphere's entry into our universe, their attempts to harness the energy seeping through the breach drew in translucent, vaguely humanoid forms which were sighted all over the world and quickly identified by those who saw them as ghosts. Some, like Jackie Tyler, believed them to be the spirits of dead family members. A psychic link developed which the ghosts used to strengthen their presence in this world, enough that they were quickly embraced by Earth society and popular culture. Each time the Torchwood technicians drew energy through the breach, the wall separating realities grew weaker and the ghosts grew stronger and more solid. The Doctor realized too late that the other world these ghosts originated from was Pete's World, and that the ghosts were in fact the race of Cybermen from that alternate reality which he had encountered before. Once the Cybermen seized control of Torchwood, they used the institute's equipment to open the breach and usher an army of five million "ghosts," which quickly achieved corporeal form as Cybermen and began a ruthless takeover attempt of the planet which was complicated by the unexpected revival of a contingent of Daleks with the same goal, resulting in the two invading forces entering into battle with one another. Eventually, the Doctor was able to defeat both armies. (DW: Army of Ghosts, Doomsday)
  • The Doctor and Sarah Jane Smith were once mistaken for ghosts. (MA: The Ghosts of N-Space)
  • The Gelth were mistaken for ghosts, as their gaseous forms could fly and were a translucent blue. (DW: The Unquiet Dead)
Wikipedia
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Memory-beta

Up to date as of February 02, 2010
(Redirected to Ghost article)

Memory Beta, the wiki for licensed Star Trek content.

Ghost or Ghosts may refer to:

This is a disambiguation page — a navigational aid which lists pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.

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

DC Comics

Up to date as of February 01, 2010
(Redirected to Glossary:Ghost article)

From DC Database

Ghost

A ghost is said to be the apparition of a deceased person, frequently similar in appearance to that person, and usually encountered in places she or he frequented, or in association with the person's former belongings. The word "ghost" may also refer to the spirit or soul of a deceased person, or to any spirit or demon.

[top] [Edit Ghost]


This article uses material from the "Glossary:Ghost" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Muppet

Up to date as of February 02, 2010

From Muppet Wiki

A ghost is the apparition of someone who has died. Popular culture has depicted a wide variety of ghosts associated with Halloween and works of fiction meant to be scary. Ghosts have been portrayed as genuinely frightening and gory to lighter depictions meant as fun or even friendly.

On The Muppet Show, a trio of ghosts appear in episode 119 telling ghost jokes backstage. They sang the Beatles' song "I'm Looking Through You" for the episode's UK Spot, and joined in the closing number, "You've Got a Friend." Designed in the tradition of cloth sheet with eyeholes and mouths cut out, they were filmed so as to seem transparent.

In this episode, the two male ghosts were performed by John Lovelady and Richard Hunt; the female ghost was performed Eren Ozker.

One of the ghosts was later reused in the Mopatop's Shop episode "Ghosts," where he was performed by Brian Herring.

A different ghost puppet appeared in episode 307 of The Muppet Show, echoing the dance moves of Alice Cooper in "Welcome to My Nightmare" and Thog in "Once a Year Day." While this ghost also floated and was filmed so as to seem transparent, his appearance differed in that his body appeared to be wrapped like a mummy and he had two legs instead of no discernible lower half.

On Sesame Street, a ghost with more traditional Muppet eyes lives in Count von Count's castle. He shows up when Elmo comes to visit in Elmo Says BOO!, answering The Count's riddle, "what's a ghost's favorite dessert?": boooo-berry pie!

Merchandise

  • A non-articulated Ghost action figure, based on the first Muppet Show season model, was included as an accessory with the Uncle Deadly Action Figure. It included a clear base and stand to make the Ghost appear as if it were floating. Three different paint schemes were produced -- regular, clear, and glow-in-the-dark.

Other Ghosts

See also


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

Halo

Up to date as of February 08, 2010
(Redirected to Type-32 Rapid Assault Vehicle article)

From Halopedia, the Halo Wiki

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Were you looking for the mysterious Ghosts of Halo or the Ghost Skull?
Ghost
Production information
Model

Type-32 Rapid Assault Vehicle (Ghost)

Technical specifications
Length

4.20 meters (12 feet)

Mass

2.25 tons (4,960 pounds)

Maximum speed (atmosphere)

Normal: 60 kph (37 mph)
Boost: 90 kph (56 mph)

Engine unit(s)

Boosted Gravity Propulsion Drive[1]

Slipspace Drive

N/A

Armament
Crew
  • 1 Pilot
Passengers

None

Usage
Year introduced

Unknown

Role(s)
  • Infantry Support
  • Reconnaissance
  • Scout
Affiliation

Covenant, later Covenant Loyalist and Covenant Separatist.

  [Source]

The Type-32 Rapid Assault Vehicle (abbreviated Type-32 RAV), otherwise known as the Ghost by the UNSC, is the Covenant's standard reconnaissance and rapid attack vehicle.

Contents

Overview

Ghost blueprint.

The Ghost is a single-pilot recon and assault vehicle, and is the Covenant equivalent of the UNSC Mongoose, although it has much more offensive and defensive power. It boasts a streamlined design and make-up concept to optimize speed and agility, and two wing-like structures on either side for maneuverability. It hovers about 1.5 feet off the ground using Covenant anti-gravity technology, and features a boost and two plasma cannons. It can accelerate very rapidly, and reach speeds of up to 60 kilometers per hour, and 90 kilometers per hour when using the boost. However, when using the boost function, a Ghost's plasma cannons cannot be fired, due to the fact that the vehicle will draw power from the weapons to overcharge the engine. The Ghost is used by the Covenant for a number of different purposes, such as patrolling large areas in short amount of time, and to combat infantry when needed. The Ghost can be deployed almost anywhere and can follow Covenant ground troops with ease. The fact that they can be deployed quickly and in greater numbers than the Wraith makes them advantageous in combat. Ghosts were mainly piloted by Elites, though after the Great Schism Heavy Grunts began to pilot Ghosts. Brutes, preferring their own technology, pilot the Chopper and Prowler, but they also pilot Ghosts given the chance. It seems, however, that the Elites have the best piloting ability in terms of Ghost driving, probably because they invented or implemented the Ghost as a vehicle.

A Ghost is propelled by a form of anti-gravity engine known as a Boosted Gravity Propulsion Drive, allowing the Ghost to skim above the ground while it is activated. This drive is visible as a bright, fluorescent area of blue energy emanating from the underside of the Ghost. Each "wing" of the Ghost contains a vent that disperses excess heat, most obviously demonstrated by a bright purple or blue glow when the Ghost is boosting.

Later Ghosts have modified engines, possessing a speed boost feature that increases it's top speed to 90kph, allowing for periods of greater velocity but compromised maneuverability. This allows Ghost pilots to enter and leave combat zones rapidly, kill enemies by running them down, and evade more durable foes. As a trade-off, a Ghost's energy reserves are drained rapidly in this mode, and its energy weapons are disabled.[2] In Halo 3, this energy boost can still be used for as long as the driver wants, but stops when the pilot crashes. Judicious use of the speed boost can help prevent a Ghost from flipping over after skipping over a boulder or other obstacle.

The Ghost hovers low above the ground, usually between one and a half and two meters up. In Halo: Combat Evolved, the Ghost floated high enough that it could not be jumped over yet could be crouched under. This made it uniquely dangerous to infantry, but it is actually quite hard to make a road kill. In Halo 2 the Ghost moved lower along the ground, less then a meter up, so that it could be jumped over. Its ability to kill enemies on impact was also severely reduced; a direct hit with the boost engaged will not always kill the opponent, but most likely will kill Grunts and Jackals outright but Brutes sometimes survive. Indeed, it may send them flying wildly away, saving their life.

The Ghost's maximum range is approximately 950km (590 miles), which is significantly greater than the ranges of the Warthog, Scorpion and Chopper.[3]

Advantages

The vehicle's light weight and great speed make it one of the most agile vehicles in the Halo universe. Its ability to stop or accelerate rapidly, as well as its capacity for lateral motion, make it adept at avoiding all but the fastest-moving projectiles. The boost feature is not only excellent for entering and exiting combat zones in relative safety, and can also turn the vehicle itself into a weapon due to its ability to run down infantry. Its plasma cannons are extremely effective against light vehicles and infantry, and even if the vehicle is disabled, they can still be used to devastating effect. Ghosts can be transported to and from the battlefield by a variety of craft, such as Spirits, Phantoms, and Shadows with relative quickness. They allow great tactical flexibility for the Covenants ground force commanders as fast, hard-hitting vehicles to pester enemy infantry formations within a short time. They are especially effective as infantry support, used to finish off forces scattered by infantry combat. The Ghost can also enter many areas that other vehicles cannot, such as the Sentinel Production Facility on Quarantine Zone.

Disadvantages

The boost systems of the Ghost greatly increase its speed, but strips it of its vaunted maneuverability, including lateral movement. Also, while the Ghost's boost system is in use, the weapons are disabled. Due to the open-topped design of the Ghost, drivers are often extremely vulnerable to small arms fire, especially when unaware of enemies or while idle. Because of the Ghost's light weight, it is easily overturned by explosions, heavy fire, and collisions. Ghosts are also easy to board, and such actions commonly result in the death of the pilot. Ghosts are easily susceptible to the disabling effects of the Power Drain or Plasma Pistol overcharge.

Unlike other vehicles, the turrets only have a 150° field of fire, and so attackers may approach the vehicle from behind without any fear of retribution. The Ghost has a limited vertical firing range, so higher altitude targets are harder to gun down. The Ghost is also very ineffective in close quarters, due to its deep blind spot, slow braking action and wide turns. The Ghost offers almost no protection from Plasma Grenade sticks. One stick to the vehicle will destroy it instantly, and if it sticks to the driver, it will result an instant death. In Halo 2 the ghost can be destroyed with a single shot by most weapons if the shooter can hit the reactor tank on the left side of the Ghost, just behind the wing. It has weak armor but can take a beating against human weapons. (Apart from Rocket Launchers and Spartan Lasers obviously)

In Halo: Combat Evolved, Ghosts float very high in the air making it difficult (impossible for Grunts and Jackals) to run enemies over, making the plasma cannons the only real weaponry.

Changes

Changes from Halo: CE to Halo 2

  • The Ghost is now slower, but has a boost ability.
  • The Ghost has a higher rate of fire, the fire also alternates between cannons which makes it far more accurate instead of both at the same rate and time.
  • The air brake feature has been removed, this feature allowed the front of the Ghost to point upward at a 60 degree angle.
  • Exposed reactor tank that can be shot at to destroy the Ghost in Halo 2.
  • The Ghost was slightly downsized from its Combat Evolved counterpart.
  • The Ghost no longer has its own health bar and whether or not it is destroyed depends on whether or not the player survives. Empty Ghosts can also be destroyed.
  • When the Ghost is destroyed, after several seconds it lifts into the air and explodes a second time due to the propulsion drive overloading. This explosion can harm and even kill careless players.
  • Grunts now have the ability to drive a Ghost.
  • The sound of the engine has changed.
  • The Ghost hovers lower to the ground.
  • The Ghost is now slower when you strafe left or right.
  • The anti-gravity field generated under the vehicle can now be seen.
  • The Ghost now has a reddish color instead of the purple in Halo:Combat Evolved.

Changes from Halo 2 to Halo 3

  • The reactor tank isn't vulnerable anymore. It is now like any other part of the vehicle.
  • It can be slightly controlled in mid-air by pressing the A button.
  • The firing rate of the plasma cannons have been decreased considerably.
  • The dashboard of the ghost now has an infrared sight.
  • It can now be destroyed without having the propulsion drive overload. It will overload only when the damage threshold is met. Otherwise, it will just explode.
  • The flaps underneath each wing of the Ghost cannot be totally blown off unless an explosion from underneath the vehicle.

Halo Wars

The Ghost as it appears in Halo Wars. Note that the ingame version is not as detailed.

The Ghost is mainly a scout unit, extremely fast and agile; very deadly against infantry and dangerous for tanks as well, due to the difficulty they have in hitting it. Piloted by a single Elite, has multiple upgrades:

  • "Boosted Ram": gives the Ghost the ability to ram enemies. 200 resources and tech level 1 required.
  • "Strafe": the Ghost can now dodge most incoming grenade and rockets attacks. 400 resources and tech level 2 required.
  • "Scout Shield": adds an energy shield which deflects incoming damage. 700 resources and tech level 3 required.

The Ghost is the equivalent to the UNSC Warthog and the Brute Chieftain's Brute Chopper (which replaces the Ghost when the Brute Army Commander is chosen) and is a useful tool for collecting supplies to speed construction in the early minutes of skirmish games. It is very effective against infantry units, such as Marines and Hellbringers, but acts poorly against most armored vehicles, turrets and air units. The Ghost is mostly far more effective in "Hit and Run" tactics against infantry and light vehicles and sometimes armored vehicles. The Ghost is an ideal support vehicle for armor and infantry, as it is capable to nimbly move from one location to another and thus provide covering fire for infantry. It is also the cheapest scout unit to construct.

Tactics

Campaign

  • In Halo: Combat Evolved the Ghost is the best vehicle to use during the final assault on Two Betrayals before proceeding to the final Pulse Generator, however it should only be used unless you have a sound plan, recklessly running into the battle without a plan will get you killed on higher difficulties.
  • The Ghost is a good vehicle to use when you first encounter it on Assault on the Control Room (Level), if your able to grab it before the Elites do, it can be effective against the Wraith.
  • In Halo 2 the ghost is a sound option to use during the assault on Old Mombasa, the battle on the beach will provide you the fastest hit and run option when taking on Covenant forces.
  • In Halo 3, when you first encounter Ghosts on The Storm (Level) it is best to take them out from afar using a Sniper Rifle, as their power can be extremely deadly when driving in on a Warthog.
  • In Halo Wars, use Ghosts to collect resources or perform hit and run tactics. Beware of Base Turrets, which are the Ghost's bane.
  • In Halo 3 ODST, in the Mombasa Streets, sometimes a Ghost will be dropped off by the Phantoms. if you hijack it, you can just ram through enemies and due to its boosting ability it is by far much faster than a Mongoose.

In Battle

  • In battle the Ghosts are most commonly operated by Elites in Halo: CE, Elites or Brutes in Halo 2 and Halo Wars, Grunts in Halo 3 and Brutes and Grunts in Halo 3: ODST. In Halo 2 Ghosts are also operated by infected Elites. They are quite easy to destroy with any explosive. If the player has an anti-infantry weapon it is best to go for the driver. Ghosts can use their boost ability to ram opponents.

Multiplayer

  • Ghosts work well in pairs, by working together two Ghosts can split an opponent's fire, allowing at least one to survive and overrun your attacker. In team games, Ghost convoys working with Wraiths are extremely effective, balancing the Wraith's slow movement and rate of fire.
  • The Ghost is at its best on Rat's Nest. Due to smooth terrain and the little room for foot opponents to evade, splattering is easy. Fleeing tougher opponents with heavier weapons is quite easy on this map.
  • If you are attempting to splatter someone with a Ghost, do not boost until you are about two Scorpions' length away from them. Any farther and they will have time to either jump, or worse, stick you with a grenade or hijack you.
  • Even a small rock can tip over a Ghost, so be careful when you splatter someone.
  • The best way to take a Ghost from a foe is to trick it. Dodge a Ghost and it may boost into the wall, while it backs out it can be easily boarded from behind.
  • On enclosed areas like the basement floor on Isolation, it is easy to splatter unexpected opponents, since there is little room to avoid the wide vehicle.
  • A strategy for rapid attack with a Ghost is available on the Valhalla map. When driving a Ghost, enter one of the Man Cannons. Just as the nose of the Ghost touches the Cannon, activate the boost. The ensuing acceleration will propel the Ghost and player across the entire map, though the Ghost often explodes upon impact.
  • On ODST, try to boost the Ghost into a group of enemies, you may not kill all of them but you will get most, giving you time to pick off the remaining enemies with the cannons.

Trivia

  • The Ghost is the only vehicle that Marines are able to pilot in Halo: Combat Evolved, which is ironic seeing how they can't drive a warthog which is human but can drive a Covenant vehicle. However, it should be noted that they are not the best Ghost drivers. If the player is not careful they will constantly (though not purposely) run you over with the Ghost. This is because marines are not scripted to enter Warthogs(as a driver) since their AI for driving the hog is somewhat rough, and the marines would usually if not always just drive around the area, with nearly no idea where to go next since usually they are scripted to follow the player, whereas they cannot follow the player if he/she is in the Warthog, as the player obviously cannot move from the gunner or passenger seats. Marines do, however, have the animations.
  • In Halo 3, the Covenant Loyalist Brutes almost never pilot Ghosts, and the only times you see them using them by default is during the first part of the level The Storm before you go onto the first lake bed. Otherwise, the only other times Brutes would pilot Ghosts is when they hijack a player riding on a Ghost, or if there is a Ghost nearby that the player left behind. Instead, most Ghosts are piloted by Heavy Grunts. They do, however, almost always pilot Ghosts(around 80-90% of the time) in Halo 3: ODST.
  • Halo Wars reveals that in the past some variations of the Ghost have been equipped with light recharging energy shields to improve their defenses, although these upgrades appear to have been experimental and were not put into general production, most likely because of the expense.
  • The Ghost (with boost) is the fastest land vehicle in the Halo franchise. Even without boost, it is still considerably faster than most other vehicles in the game, except for the Shadow, Mongoose, and Warthog.
  • You can get a Ghost on the last level of Halo 3 by starting from the beginning on Legendary difficulty and Co-op. There are four Ghosts directly under the ramp to the left as you exit the Control Room building to make your run to the Forward Unto Dawn. These Ghosts can make travel much quicker, although you will be more exposed. Doing this gives you the Vidmaster: Annual Achievement if done in Four-Player Co-Op and the Iron Skull is turned on.
  • In Halo 2, Flood Elite Combat Forms seem to surf on the Ghost, by riding it while standing up. Plus, if they board a Ghost, they will whack with their tentacles until you die. This can still happen in Halo 3.
  • In Halo 3, since Grunts are considered pretty short, it looks like they're standing on the seat during special occasions on The Ark.
  • In the Grav-Bay of the Truth and Reconciliation in the Level Keyes, if you shoot at the Ghosts or throw a grenade at them, they will explode. Also note that the player cannot drive the Ghosts in the Grav-Bay.

Gallery

Sources

  1. 1.0 1.1 Halo 2: Special Collector's Edition Manual, page 16
  2. Halo 2
  3. [[Halo Encyclopedia, page 245

Links

Internal

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-32 Rapid Assault Vehicle" article on the Halo 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 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.

Contents

Occurrences

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.

Runescape

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

From the RuneScape Wiki, the wiki for all things RuneScape

A Ghost is an undead monster that is found in various places and dungeons. As it is undead the spell crumble undead works well on it. Most ghosts are rarely used for training, because they drop nothing. Level 79 ghosts, which can be called forth in the Forgotten Cemetery after the Spirit of Summer quest, do have good drops, but they are in the dangerous Wilderness. To call forth the level 79 ghosts, the player must use Jennica's ring to enter the spirit realm at the graveyard, close the coffins there, then leave the spirit realm and repeat after all four are killed. Several ghost chatheads that were broken were fixed on 17 November 2009. Players must kill certain ghosts in Melzar's Maze to progress through a level of the maze. The ghosts in Melzar's Maze can be spoken to with an Amulet of Ghostspeak; their speech hints that they were victims of Elvarg the dragon.

Ghosts are also released on death in Soul Wars.

Other ghostly creatures are classified as ghosts and thus count towards fulfilling a Slayer assignment for ghosts. These include:

Some creatures that seem ghostly are not classified as ghosts and do not count towards fulfilling a Slayer assignment for ghosts. These include:

Also note that the inhabitants of Port Phasmatys, the Ectofuntus, and nearby areas are ghosts but cannot be attacked.

Contents

Locations

All are level 19 unless indicated otherwise.

Level 79 Ghost

Drops

See also

Wikipedia
Wikipedia has an article about:

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

ST Expanded

Up to date as of February 07, 2010
(Redirected to Star Trek: Daedalus article)

The Star Trek Expanded Universe Database is for fanon and related content. See Memory-Alpha.org for the canon Star Trek wiki.

This article has a
real-world perspective.


Star Trek: Daedalus is a fan fiction series revolving around Captain Christopher Mackenzie and the crew of the USS Daedalus, set in the years following the Dominion War.

Contents

Premise

The story of the Daedalus are simply stories handwritten over the last 7 years, and have only just begun becoming digitized via the efforts of STEU members Bok2384 & The Doctor, and later on Talon Lardner. The stories begin in 2376 with the re-launch of the Daedalus, and currently go up to the beginning of 2382.

The series itself is set in the main Star Trek universe, and includes elements from the novels, comics, and computer games.

Character development

Without a shadow of a doubt, the most successful character ensemble was the triumvirate of James T. Kirk, Spock, and Leonard McCoy, which was an essential ingredient in the success of Star Trek: The Original Series. While a similar character set-up was tried in Star Trek: Enterprise, the writers of the series felt the similar dynamic could be tried with the three main characters from the series, Christopher Mackenzie, Selok, and James Maxwell.

Canon and continuity

The following is considered "canon" in the Star Trek: Daedalus universe:-

Season One

Season One of Star Trek: Daedalus takes place during 2376. During this year, the crew of the USS Daedalus come together and begin their mission in aiding the Cardassians rebuild following the devastating Dominion War.

Main characters

Character Introduced Last Seen
Christopher Mackenzie "New Frontiers..."
Selok "New Frontiers..."
James Maxwell "New Frontiers..."
Siram Elbry "New Frontiers..."
Maria Bennett "New Frontiers..."
"Bob" "New Frontiers..."
Jessica Cruz "New Frontiers..."
Karen Copeland "Preceding Reputations"
Keli H'Lanna "Preceding Reputations"
Melissa Kendrick "Enlightenment"
Jikra Lar "Preceding Reputations"
Reece Myers "New Frontiers..." "One True Way"
Sam Newton "New Frontiers..."
Polera "Preceding Reputations"
Steven Rose "Preceding Reputations"
Theleth "New Frontiers..."
Joseph Tyler "Preceding Reputations"

Episodes

Episode Name Stardate Synopsis
1.X "Preceding Reputations" 53994.1 Joseph Tyler returns to the Daedalus with a group of junior officers.
1.1 "New Frontiers..." 52948.7 - 53109.7 In the wake of the Dominion War, the Daedalus is dispatched into the Cardassian Union, leading a fleet of aid vessels.
1.2 "...Old Enemies" 53123.7 Shortly after entering Cardassian territory, plans of a simple aid mission turns into a major incident when a dispute breaks out between the Klingons and Romulans concerning their protectorate regions. Captain Mackenzie is ordered to mediate the dispute and avoid bloodshed at all costs.
1.3 "Enlightenment" 53149.8 The Daedalus becomes accidentally trapped in a "dead zone" and finds all its power systems drained. While the crew work together to find a way to generate power, certain issues between them become resolved, and fresh ones begin.
1.4 "The Highest Bidder" 53205.2 The Daedalus docks at Deep Space 9 after escorting an aid convoy back from Cardassian space. At the same time, a mysterious Cardassian arrives on DS9 and seeks Quark's help in auctioning off some priceless artifacts, including the Scrolls of Lisoran. When the highest bidder is later murdered with no evident suspect and the scrolls taken, the Daedalus crew must work with the crew of DS9 to solve the mystery.
1.5 "Resistance" 53349.8 During the Gateway crisis, the Daedalus is drawn to the Cardassian planet, Kora II. On arrival the Daedalus crew discover that an Iconian gateway has opened up on the planet and is linked to a Borg planet in the Delta Quadrant. Unfortunately, it isn't long before the Borg begin to cross over and assimilate the inhabitants. (part one)
1.6 "Resistance II" 53352.7 Following on from the events of "Resistance", the Daedalus crew and the Cardassian settlers attempt to fight off the Borg invaders. (part two)
1.7 "First, Do No Harm" 53409.1 As the Daedalus crew remain on Kora II to help treat the wounded, Doctor James Maxwell discovers that some of the assimilated Cardassians have survived, and wrestles with his conscience and his past.
1.8 "War Stories" 53511.0 Ambassador Worf boards the Daedalus for transport to Starbase 375 so that he can be briefed on an urgent diplomatic situation brewing in the Briar Patch. During the voyage, Worf and the Daedalus crew talk about some of their combat experiences during the Dominion War.
1.9 "Krotek Nor" 53559.7 The Daedalus accompanies the USS Tucker and the USS Marvick on a mission to aid the Cardassians in the construction of Krotek Nor, on the edge of the Cardassian system. However, are the minor technical difficulties plaguing the station down to poor workmanship, or down to more sinister motives?
1.10 "From Out of the Darkness" 53575.9 While patrolling the Demilitarized Zone, the Daedalus receives a distress call from the center of a nearby asteroid belt. But what is an old man doing trapped inside an asteroid?
1.11 "Shakedown" 53893.2 After being docked at Starbase 375 for several weeks, the Daedalus is fitted with an experimental black hole propulsion drive. After testing the drive and then coming to a full-stop, the Daedalus crew discover that they haven't moved an inch. Believing the test to be a failure, the crew head back to Starbase 375 and learn that they haven't moved across conventional space-time, but crossed dimensions in an alternate mirror universe.
1.12 "Hopes and Fears" 53923.1 (part one)
1.13 "One True Way" 53953.1 (part two)

Season Two

Season Two of Star Trek: Daedalus takes place during 2377. During this year, the crew of the USS Daedalus leave Cardassian space behind and move into the largely unexplored region of the Scorpius Reach.

Main characters

Character Introduced Last Seen
Christopher Mackenzie Continuing from Season One
Selok Continuing from Season One
James Maxwell Continuing from Season One
Siram Elbry Continuing from Season One
Maria Bennett Continuing from Season One
"Bob" Continuing from Season One
Jessica Cruz Continuing from Season One
Karen Copeland Continuing from Season One
Melissa Kendrick Continuing from Season One "Clan Mackenzie"
Jikra Lar Continuing from Season One
Fabian Montana "The Daedalus Incident"
Sam Newton Continuing from Season One
Polera Continuing from Season One
Steven Rose Continuing from Season One
Theleth Continuing from Season One
Joseph Tyler Continuing from Season One

Main plot points

Spoiler warning: Plot and/or ending details follow.

Episodes

Episode Name Stardate Synopsis
2.X "Clan Mackenzie" 53994.1 As Chris Mackenzie chases Drevan across the Alpha Quadrant, he is forced to face his demons and his past. But he doesn't have to do it alone.
2.1 "Into the Reach" 54028.9 After a year in Cardassian space, the Daedalus is assigned to the Scorpius Reach. But what challenges await the crew in this largely unexplored region of space.
2.2 "Relics" 54106.1 After constant nagging, Dr. Maxwell decides to take some shore leave and visit his two sons on Nordsk Prime. Unfortunately, his ex-wife and her new husband are also on the planet.
2.3 "Cultural Contamination" 54243.6 The Daedalus receives a distress call from an unknown vessel which is using communications technology which the Federation possessed in the 22nd century.
2.4 "Class of '57" 54314.4 Following the death of his old Academy field instructor, Chris Mackenzie meets up with his fellow classmates on Earth to mark his passing and reminisce about old times.
2.5 "Ghosts" (part one)
2.6 "Sleeper" (part two)
2.7 "Song of the Cetacea"
2.8 "Tafaho"
2.9 "Diplomatic Implausibility"
2.10 "The Daedalus Incident"
2.11 "Distant Realm" (part one)
2.12 "Viva la Vida" (part two)
2.13 "Defenders of the Realm" (part three)

Season Three

Episodes

Episode Name Stardate Synopsis
3.X "Contact" 54987.3
3.1
3.2
3.3
3.4 "Fracture" (part one)
3.5 "Echoes" (part two)
3.6
3.7
3.8 (part one)
3.9 (part two)
3.10
3.11 "From Out of the Darkness"
3.12 (part one)
3.13 (part two)

Season Four

Episodes

Episode Name Stardate Synopsis
4.X "Turbulence" 56003.7 The Daedalus is ordered to participate in the Great Starship Race. Mackenzie isn't keen on the idea until he realises that Montgomery Andoh and the Africa are also participating. Also taking part in the race is Jefferson Montana, estranged father of Fabian, recording for the Slipstream program.
4.1 "The Merchants of Venizio"
4.2
4.3 "The Honored Dead" 56XXX.X Mackenzie travels to Earth to attend Captain Andoh's memorial service. Together with his former Nova Squadron classmates, they reminisce about their Academy days.
4.4 "The Followers of Xant" 56XXX.X (part one)
4.5 "The Redeemers" 56XXX.X (part two)
4.6
4.7
4.8
4.9
4.10
4.11
4.12
4.13

External links

  • Star Trek: Daedalus at the Open Scrolls Archive
  • Star Trek: Daedalus blog

This article uses material from the "Star Trek: Daedalus" article on the ST Expanded wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

Ghosts are special kind of Undead that usually can't get hurt by physical damage. Enchanted weapons and runes are to be preferred.

Ghosts

Creature Exp HP Summon Convince Loot
Dryad Image:Dryad.gif 190 310 -- -- 0-30 gp, 0-2 White Mushroom, 0-3 Seeds (semi-rare), Flower Dress (semi-rare), Flower Wreath (semi-rare), Leaf Legs (semi-rare), Coconut Shoes (semi-rare) Small Amethyst (rare), 0-2 Orange Mushrooms (rare).
Ghost Image:Ghost.gif 120 150 -- -- Sandals, Shadow Herb, Cape, Morning Star, Combat Knife, Orange Book (semi-rare), Ghostly Tissue (semi-rare), White Piece of Cloth (rare), Ancient Shield (rare), Stealth Ring (very rare).
Ghostly Apparition Image:Ghostly Apparition.gif -- -- -- -- Nothing.
Phantasm Image:Phantasm.gif 4400 3950 -- -- 0-186+ gp, Bone, 0-2 Blank Rune, Shadow Herb, Demonic Essence, 0-2 Small Emerald, Soul Orb, Rusty Armor, Great Mana Potion (semi-rare), Crown Armor (rare), Abyss Hammer (very rare), Platinum Coin (very rare), Stealth Ring (very rare), Death Ring (very rare).
Pirate Ghost Image:Pirate Ghost.gif 250 275 -- -- 0-69 gp, Bag, Dirty Cape, Torn Book, Stealth Ring (rare), Parchment (rare), Spike Sword (very rare), Red Robe (very rare), Tattered Piece of Robe.
Rift Phantom Image:Rift Phantom.gif ? ? -- -- Unknown.
Spectre Image:Spectre.gif 2100 1350 -- -- 0-300 gp, 0-7 Platinum Coins, 0-2 Blank Rune, Sandals, Lyre, Wand of Cosmic Energy, Soul Orb, Demonic Essence (semi-rare), White Piece of Cloth (semi-rare), Shiny Stone (semi-rare), Silver Brooch (rare), Death Ring (rare), Relic Sword (rare), Great Mana Potion (rare), Stealth Ring (very rare), Shadow Sceptre (very rare), Demonbone Amulet (very rare).
Spirit of Light Image:Spirit of Light.gif ? ? -- -- Nothing.
Tormented Ghost Image:Tormented Ghost.gif 5 210 -- -- None, you can't open Ghost Residue.
Wisp Image:Wisp.gif 0 115 -- -- Moon Backpack (very rare).

Ghost Bosses

Creature Exp HP Summon Convince Loot
Captain Jones Image:Captain Jones.gif 825 800? -- -- 0-150 gp, Crown Legs, Focus Cape, Stealth Ring, Spike Sword
Countess Sorrow Image:Countess Sorrow.gif 13000 ~6500 -- -- 0-137+ gp, Platinum Coin, Demonic Essence, Protection Amulet, Worn Leather Boots, Plate Legs, Stealth Ring, Soul Orb, Blue Robe, Silver Mace (very rare), Countess Sorrow's Frozen Tear (always)

 

Creature Types of Tibia
Creature Types
of Tibia

Amphibians
Frogs
Frogs Quara
Quara
Arthropods
Arachnids
Arachnids Insects
Insects
Crustaceans
Crustaceans
Demons
Demon Lords
Demon Lords The Ruthless Seven
The Ruthless Seven
Demons
Demons Triangle of Terror
Triangle of Terror
Elementals
Bio-
Bio- Geo-
Geo-
Cryo-
Cryo- Hydro-
Hydro-
Electro-
Electro- Pyro-
Pyro-
Elemental Lords
Elemental Lords Blobs
Blobs
Humans
Amazons
Amazons Outlaws
Outlaws
Barbarians
Barbarians Pirates
Pirates
Monks
Monks Sorcerers
Sorcerers
Necromancers
Necromancers Voodoo Cultists
Voodoo Cultists
Humanoids
Dwarves
Dwarves Goblins
Goblins
Elves
Elves Orcs
Orcs
Giants
Giants Trolls
Trolls
Hybrids
Chakoyas
Chakoyas Minotaurs
Minotaurs
Dworcs
Dworcs Misc
Misc
Magical Creatures
Beholders
Beholders Shapeshifters
Shapeshifters
Djinn
Djinn
Mammals
Apes
Apes Felines
Felines
Artiodactyls
Artiodactyls Glires
Glires
Bears
Bears Misc
Misc
Canines
Canines Mutated Mammals
Mutated Mammals
Elephants
Elephants
Misc
Annelids
Annelids Bosses
Bosses
Arena Bosses
Arena Bosses Event Creatures
Event Creatures
Birds
Birds Traps
Traps
Reptiles
Dragons
Dragons Misc
Misc
Lizards
Lizards Serpents
Serpents
The Undead
Ghosts
Ghosts Skeletons
Skeletons
Pharaohs
Pharaohs Undead Humanoids
Undead Humanoids

This article uses material from the "Ghosts" 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

Transformers: Generation 2 #0

In space, no one can hear you transform.
"Ghosts"
Publisher Marvel Comics
Script Simon Furman
Art Geoff Senior
Colors Sarra Mossoff
Lettering Richard Starkings with Gaushell
Editor Rob Tokar
Continuity Marvel Comics continuity

The Autobots and Decepticons discover a bigger threat than each other.

Contents

Synopsis

Optimus Prime leads a group of Autobots against a group of Bludgeon's Decepticons on an alien world. While Hot Rod attempts to learn how to create a distraction, a menacing figure appears, ordering the Transformers to leave or suffer the consequences. After an unnamed Decepticon attempts to fight against this figure, only to be incinerated, the Decepticons retreat. When Hot Rod returns to announce his failure to learn anything, the Autobot realize that this is no illusion and retreat themselves.

Featured characters

(Numbers indicate order of appearance.)

Autobots Decepticons Others
  • Guardian

Items of note

  • This story was also later available in Transformers: Generation 2 #2, "All or Nothing!"
  • It was not included in the Dark Designs trade paperback.
  • This was a free issue and advertised as a "Halloween Special Edition".

References

  • Bludgeon was last seen as the leader of the Decepticons at the end of the Marvel Generation One series. Bludgeon is now openly plotting things, whereas in issue 1, he and his army were still lying low; he's also aware the Autobots are fighting Jhiaxus.

Covers (1)

  • The Autobots and Decepticons versus an ugly space alien (which largely resembles the Xenomorphs from the Alien series of movies). Art by Geoff Senior.

Advertisements

  • None yet identified.

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

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Overview

The Ghosts are a villain group.

Contents

Villain Types

Ghost

Minions

Spirit (Croatoa)

These mournful ghosts were, until recently, the shopkeepers, farmers, and students of Salamanca. Their sudden departure from this Earth has thrown them into great turmoil, and most feel compelled to take out their rage on their former home.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.

Spirit (Alpha Upsilon 24-2)

A ghost in Alpha Upsilon's devastated Paragon City

It's unclear how long these eerie ghosts have floated along the desolate streets of Paragon City, or what force has held them to this world. One thing alone is clear: They seem to be angry with you.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Resistance Auto, Self. Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.


Spirit (Ghost Ship Moraine)

Moraine crewman

The remains of the fishng trawler Moraine has never been found. It has been theorized that its sailors must have died a terrible death, since their spirits are clearly not at rest.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.

Spirit (Patron mission in future portal)

It's unclear how long these eerie ghosts have floated along the desolate streets of Paragon City, or what force has held them to this world. One thing alone is clear: they seem to be angry with you.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.

Lieutenants

Apparition (Croatoa)

These mournful ghosts were, until recently, the shopkeepers, farmers, and students of Salamanca. Their sudden departure from this Earth has thrown them into great turmoil, and most feel compelled to take out their rage on their former home.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.

Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.

Apparition (Alpha Upsilon 24-2)

It's unclear how long these eerie ghosts have floated along the desolate streets of Paragon City, or what force has held them to this world. One thing alone is clear: They seem to be angry with you.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.

Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.

Apparition (Ghost Ship Moraine)

The remains of the fishing trawler Moraine has never been found. It has been theorized that its sailors must have died a terrible death, since their spirits are clearly not at rest.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.

Bosses

Lost Soul (Croatoa)

A stalking Lost Soul

These mournful ghosts were, until recently, the shopkeepers, farmers, and students of Salamanca. Their sudden departure from this Earth has thrown them into great turmoil, and most feel compelled to take out their rage on their former home.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the ghost.

Necroplasmic Grasp Damage over Time (Negative), Foe Hold
The Ghost has enveloped you in it's Necroplasmic Grasp. You are Held as your life is drained.

Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.

Lost Soul (Ghost Ship Moraine)

The members of the Moraine's crew still try to return to their homes

The remains of the fishing trawler Moraine has never been found. It has been theorized that its sailors must have died a terrible death, since their spirits are clearly not at rest.

Powers

Fly
Ghosts Spirits can Fly!

Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.

Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.

Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.

Necroplasmic Grasp Damage over Time (Negative), Foe Hold
The Ghost has enveloped you in it's Necroplasmic Grasp. You are Held as your life is drained.

Named Enemies


This article uses material from the "Ghosts" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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