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Up to date as of February 02, 2010

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Harbinger may refer to:

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DC Comics

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

From DC Database

Character Template Character Template

Real Name
Lyla Michaels
Current Alias




5' 5"

128 lbs (58 kg)



Marital Status


First appearance
Appearance of Death



Lyla Michaels was rescued from floating in the sea as a child by the Montior, who then brought her onboard his satellite to raise her as his assistant, studying the Multiverse alongside him. Then the time came for Lyla to summon the heroes the Monitor needed to protect his cosmic tuning forks when very few of the positive-matter universes remained. Entering into an energy chamber in the heart of the satellite, Lyla was transformed into a multiple-copy person named Harbinger, sent across time and through different universes to gather up the selected heroes: some went willingly, others by force, and yet others by coercion. On her way to gather Arion the sorcerer, a Shadow Demon possessed one of Harbinger's copies, allowing the Anti-Monitor to manipulate and use her for his purposes. Ultimately she was used to kill the Monitor, only to find out that the Monitor had intended for Harbinger to kill him so that he could activate the machines and shunt the Earths 1 and 2 universes into a Netherverse where they would be safe from the anti-matter wave. But with the vibrations slowing between the two universes, they are now starting to merge with each other and will eventually annihilate each other. Harbinger gathered a group of heroes to send them to the remaining positive-matter universes of Earths 4, S, and X to protect its citizens from the anti-matter wave while she concentrated all her power on bringing those universes into the Netherverse. As she succeeds in doing so, Lyla lost her power to become Harbinger, though she continued to assist the heroes in other ways.

With the resetting of the universe that took place following the battle at the Dawn of Time, Lyla became Harbinger again, revealing that with the resetting of time, all the surviving positive-matter universes have all merged into one universe with one history. She helped the heroes defeat the Anti-Monitor once and for all when he used his power to transport Earth into the anti-matter universe. She returned to Earth and joined her fellow surviving team members Lady Quark and Pariah in the exploration of the New Earth reality.

Powers and Abilities




  • History of the Universe orb: this orb held records of all events in all possible timelines, including those wiped out in the Crisis.

See Also

Links and References


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


Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

Harbinger might refer to:

This article uses material from the "Harbinger" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki


Species: Demon
Profession: Warrior
Level(s): 26



Harbingers appear during the Jennur's Horde mission. They can only be killed by dropping a Light of Seborhin next to them. These creatures use the same animation, but different skin, as a Blade of Corruption.


Skills used

See Also

Facts about HarbingerRDF feed

This article uses material from the "Harbinger" article on the Guild Wars 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.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

This is the Harbinger disambiguation page.

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

Disambig Template Help

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


Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

This article is about a Hammerhead-class cruiser. You may be looking for other ships named Harbinger.
Production information

Hammerhead-class cruiser[1]

Technical specifications
Engine unit(s)

Ion engines[2]


At least three strike teams[2]




Old Republic era[2]

Earliest sighting

3,951 BBY[2]

Latest sighting

3,951 BBY[2]

Present for battles/events

Skirmish at Peragus II[2]

Known owner(s)

Darth Sion[2]


Unidentified captain[2]

"Everyone here has been slain, yet there are few signs of battle, no carbon scoring, no blaster fire. This place has been hit by assassins of a different sort."

The Harbinger was a Hammerhead-class cruiser that served the Galactic Republic shortly after the Jedi Civil War. Originally assigned to patrol Republic space and deal with local troubles, the Harbinger was sent in 3,951 BBY to the Outer Rim Territories to pick up the Jedi Exile and ferry her to Telos IV.

When the Harbinger diverted its course to investigate a battle between a Sith warship and a light freighter, it was captured by Sith under the command of the Sith Lord Darth Sion. Sion took control of the vessel and piloted it to Peragus II in search of the Exile, who had been abducted off the ship during the earlier crisis. The Exile and her companions were forced to travel through the vessel to reach their own ship, and when they attempted to flee, the Harbinger opened fire. In the ensuing fight, the volatile Peragus asteroid field was destroyed, with the Harbinger caught in the middle of the explosion.


Specifications and layout

The Harbinger docking at Peragus Mining Station.

The Harbinger was a Hammerhead-class cruiser.[1] The ship's deckplan was the mirror image of another Hammerhead-class cruiser, the Endar Spire.[4] The hull of the Harbinger was mostly white, with red and yellow decoration on the bow and around the engines.[2]

The vessel held at least three strike teams of Republic soldiers which could be used for boarding enemy vessels. At least fifty-six crewmen were aboard and killed when the Sith attacked the vessel, including the warship's captain. Other members of the crew at that time included a female medical officer and an HK-50 assassin droid that had been posing as a protocol droid. A number of guns were located amidships, with others flanking the bridge and on the ends of the "hammerhead" portion of the vessel. Behind the hammerhead, on the exterior of the ship, sat a small golden dish, its purpose unknown. The Harbinger was also equipped with an umbilical, to aid in boarding other ships.[2]

The hallways of the Harbinger were colored navy blue and gray, and illuminated panels lined the walls providing light. The halls, doors, and most walls in the vessel were curved, and the outermost hallways had viewports looking out into space. A series of blast doors divided up the halls of the ship; after the attack, several of these were damaged and unable to be opened, and others were magnetically sealed. Computer consoles were located throughout the ship, many of them bearing the insignia of the Republic.[2]

Command deck

The deckplan of the Harbinger. Top to bottom: Command deck, crew quarters, engine deck.

The command deck, located in the bow of the ship, was home to the ship's bridge and navigation computer, which was located at the foremost point of the bridge. The bridge held a number of stations along its outer walls, several along a bank of computers in the middle, and a sunken console-lined pit in the center that held a pair of back-to-back chairs. A large viewport stretched around the bridge, giving a view of space on three sides.[2]

The command deck could be entered through an airlock which sat directly aft of the ship's side-mounted guns. A briefing room was located aft of the bridge. It contained a conference table with a computer console, and more consoles lined its walls. The escape pods were also located on the command deck, and could be locked down if needed.[2]

Crew quarters and medical bay

There were a number of cabins aboard the Harbinger for crew and any passengers. Each contained a pair of beds, a pair of couches, two desks with computer consoles, and storage containers where personal items were kept. The Jedi Exile was assigned to one of these cabins during her stay aboard the ship.[2]

The medical bay was near the middle of the ship, aft of the cabins. It held twenty kolto tanks, a medical droid, and a lab station. Darth Sion would be kept in, and later break out of, one of these tanks. The medical bay was also equipped with a camera system to monitor the kolto tanks. Camera records were accessible through the medical console in the center of the room, which could also read treatment requests and dispense chemicals.[2]

A maintence room and droid storage room were located aft of the medical bay. The latter held a number of deactivated utility droids and a protocol droid that had been sabotaged.[2]

Engine deck

The engines of the Harbinger.

In the stern section of the Harbinger were the warship's massive ion engines, accessible via a turbolift from the crew quarters deck. The vessel's maintenance routines allowed crewmen to enter the engine room and access the ship's fuel lines via a computer console. Another maintenance room was located on this level, as well as a storage room. Unlike the rest of the ship, the halls of the engine area were barren of decoration, and instead lined with pipes. Red lights illuminated the insides of the engines.[2]

Approximately in the middle of the engines was the Harbinger's fuel intake. The intake was usually covered by a set of doors on the outside of the hull, which could be opened so a fuel pipe could be attached to the ship.[2]


A mission from Admiral Onasi

Admiral Carth Onasi communicates with the captain of the Harbinger.
"I have some reservations about turning the Harbinger into a passenger liner, but the orders were clear."
―The Harbinger's captain

After the Jedi Civil War, the Harbinger was assigned to patrol several regions of Republic space, one of a scant few ships left to do so. In 3,951 BBY, the ship was en route to Onderon to deal with the unrest on that world when it was ordered by Admiral Carth Onasi to divert its course to the Outer Rim. Admiral Onasi gave the mission highest priority, and though the captain had doubts about it, Harbinger soon picked up a passenger—the Jedi Exile, recently returned from outside Republic space. With its new passenger onboard, the Harbinger then set a course for Telos, intending to reach the world within ten days. It was meant to aid in the recovery effort on that world.[2]

One of the beings aboard the Harbinger had other plans, however—an HK-50 assassin droid posing as a protocol droid, one of many scattered across the Republic fleet. The captain asked HK-50 to keep watch on the Exile, and the droid complied, though for its own reasons.[2]

The Sith ship and the freighter

"Your ship was attacked. You were the only survivor…"
―Kreia, to the Jedi Exile

On its way back to Telos, the Harbinger picked up a distress signal coming from a freighter, indicating that it was under attack by Sith forces. Since they could not match the ID signature of the vessel to their own databanks, the crew of the Harbinger forwarded it to the Republic and requested permission to investigate. Admiral Onasi recognized the freighter as a ship he had once traveled on, the Ebon Hawk, and gave permission to the captain of the Harbinger to divert his course. Once it had investigated the Sith presence and found all it could on the Ebon Hawk, the Harbinger was to resume its course for Telos.[2]

The Harbinger found the Ebon Hawk and a Sith warship when it arrived. Attaching an umbilical to the Sith ship, they dispatched three strike teams to investigate it. An initial sweep turned up no one. This was, in fact, because the ship had held Sith Assassins, who possessed stealth abilities and were therefore able to cross back into the Harbinger without being detected. The sweep later uncovered another passenger of the Sith ship—a seeming corpse, its body displaying thousands of fractures and scars. The medical technicians of the Harbinger were unable to determine whether it was alive or dead, and so it was placed in a kolto tank.[2]

As for the freighter, an initial sweep of it turned up nothing but a T3-series utility droid and several corpses. When the crews turned up nothing else, the Harbinger tractor beamed the Ebon Hawk over to itself. It, too, brought an unexpected passenger—Kreia. The Sith had been busy in the meantime. Crewmen began missing shifts, some were unable to be reached on the comm, and some even felt that they were being watched. The medical officer prepared to perform autopsies on the corpses recovered from the Hawk.[2]

The already-compromised Harbinger then received another blow. HK-50, intending to capture the Exile for the crime lord Goto, had arranged for a cascade failure in the ship's communications, weapons, and engine systems. The Harbinger was left crippled, drifting through space. The Jedi Exile, meanwhile, had been administered an excessive dose of sedatives during a routine medical examination, and HK-50 stashed the unconscious Jedi in the ship's cargo compartment, intending her to remain there until the help he had summoned arrived. Kreia, however, boarded the Harbinger in search of the Exile. She found her in the cargo hold, and took her aboard the Ebon Hawk. HK-50, recalculating his plan, joined them.[2]

Darth Sion on the corpse-strewn bridge of the Harbinger.

The Sith "corpse" had meanwhile proven to be quite alive—it was in fact a Sith Lord, Darth Sion, who burst from his kolto tank and announced his desire to take the Exile. The bridge, alarmed, sent a security team to the medbay, but they were quickly killed. Sion went in search of more of the Harbinger's crew, and his Assassins began decloaking and joining him. The Sith soon seized control of the vessel, and as the Ebon Hawk pulled away from the Harbinger and the Harbinger's systems began to go critical, the capital ship fired on the freighter, hitting it as it leapt to hyperspace.[2]

Sion comes to Peragus

"I don't believe this—there's a ship coming in, sending a docking code. I have a bad feeling about this."
―Atton Rand

Somehow, the Harbinger was able to recover from its systems failure and set a course for Peragus II, where the Ebon Hawk had fled. Though no living crew could be seen on the Harbinger's bridge, the ship was filled with invisible Sith Assassins, and Sion remained there as well in a meditative pose. With the asteroid drift charts stored in the ship's navicomputer, the Harbinger was able to dock at Peragus Mining Facility. The station's airlock extended a walkway to the Harbinger's own airlock and a fuel tube was extended from the fuel depot to the ship's engines, which were running at minimal efficiency.[2]

Kreia sensed the arrival of the Harbinger and realized that she had been followed by the Sith. The Exile, Kreia, and their companion Atton Rand boarded the Harbinger through the airlock, hoping to find a way to either escape the station on the ship or get to the Ebon Hawk, which was in the locked-down station hangar. When they realized the crew of the ship had been slaughtered, the former idea became unfeasible, and they learned that the Harbinger's escape pods were locked down as well. The group determined that they could reach the hangar by going to the ship's engines, then getting back into the station through the fuel pipe. They also retrieved the drift charts from the navicomputer, without which they could not escape from the asteroid field. The group then made their way through the halls of the ship to its stern, fighting off the Sith Assassins who began decloaking around them. Along the way, the Exile stopped briefly at her former quarters to retrieve what possessions she had left there.[2]

The Harbinger fires at the Ebon Hawk.

When they reached the stern, however, they found Sion waiting for them. Kreia engaged the Sith Lord in a duel, and the Exile and Atton escaped back into the station through the fuel line. Kreia eventually escaped the Harbinger, and the three departed the station in the Ebon Hawk. The Harbinger set a course to pursue, however, and began firing upon the Hawk. In the firefight, a stray shot from one of the vessels impacted one of the asteroids, which set off a chain reaction of volatile chemicals. The Peragus asteroid field exploded, and the Harbinger was caught in the midst of it.[2]

Darth Sion would survive, however. The Republic later sent the Sojourn to search for the missing Harbinger and investigate the destruction of Peragus.[2]

Behind the scenes

"Harbinger" means something that foreshadows events to come.[5]


The Harbinger is one of the playable levels in Star Wars: Knights of the Old Republic II: The Sith Lords. Composed of three separate maps—the command deck, crew quarters, and engine room—it is part of the game's introductory sequence in the Peragus Mining Facility.

As the Harbinger pursues the Ebon Hawk from Peragus in The Sith Lords, the player is presented with the opportunity to return fire and risk hitting the volatile asteroids. If the player chooses to do so, the Ebon Hawk fires the shot that destroys the asteroid field and the mining facility; if the player chooses to take evasive maneuvers instead, the Harbinger does so. However, should the player choose to fire the shot, it will not effect the outcome of either the TSF or the Republic's investigation into the destruction(as the game still plays as if it was destroyed by Sion).


  • Star Wars: Knights of the Old Republic II: The Sith Lords (First appearance)


Notes and references

  1. 1.0 1.1 Class name from Knights of the Old Republic Campaign Guide
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 Star Wars: Knights of the Old Republic II: The Sith Lords
  3. From a count of the corpses aboard the Harbinger.
  4. Layout of the Endar Spire from Star Wars: Knights of the Old Republic

External links

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

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