User:TriforceTony/Sandbox

To Do Images
Just keeping tabs on what I need to do.

Spacial Estimation Project

 * I posted this to a Skype chat.

After roughly three miles, objects on the horizon start hiding behind the curvature of the Earth.

This effect is present in TWW (standing on Dragonroost Island's shore, you can see Windfall Island descending), so I wonder if you could estimate just how large the Great Sea is.

I guess you could, if you took screenshots and studied the ratio of the emergence from the sea on the horizon. As soon as the lower half started visibly sinking after some increment of space, you could measure that as being the 5 kilometer limit.

Then I guess it's just a matter of how long it takes you to get to that point. With Windfall as the center point, you could estimate the distance to the edge of the Great Sea without linear deviation.

And further, you could estimate just how fast the boat goes crusing and sailing.

Then you could measure just how fast the King of Red Lions had to have been moving from the Forsaken Fortress to transport Link to Windfall within a reasonable amount of time (based on how long he likely would be unconscious).

I cruised from the Forsaken Fortress to Windfall myself, and that took about 2-3 1/2 days.

But I imagine that was inconsistent with the plot, as I doubt Link would remain unconscious for that long.

I guess you could measure the time by traveling directly from Windfall out into the sea, then finding the proper distance for this effect to happen, then head straight back to Windfall, timing yourself on the return trip.

I'd likely do it via cruising for smaller increments, but you could also put it into perspective of sailing by measuring the average times it takes to sail v. cruise to a location from a specific point.

I guess I should start by estimating how many times faster sailing is than cruising within a closed environment.

Japanese Romanization Standards
Zelda Wiki's Romanization standards are derived from the modern Hepburn Romanization standards which determines how Rōmaji (writing Japanese characters using the Latin alphabet) is to be written. The Japanese language has three main forms of writing: Kanji, Hiragana and Katakana. Kanji and Hiragana are used to represent original Japanese words, while Katakana is used for loanwords and names. Every instance of Japanese is to be surrounded by the Japanese template, like: which looks like:

Basics
Hiragana and Katakana should be transliterated with modern Hepburn Romanization as shown in this table and this table respectively.

You should only capitalize the first letter of a word in Rōmaji and leave the rest lower case. Hence ゼルダ reads as Zeruda rather than zeruda or ZERUDA. In the case of multiple words, the first letter of each word, except for particles, is to be capitalized. ゼルダの伝説 (ゼルダのでんせつ) would yield Zeruda no Densetsu. Kanji that combine into one word only have the first letter capitalized as well; separate Kanji, however, are considered two different words, so the first letter of each would be capitalized.

Extended Vowels
Japanese characters often use extended vowels which are marked by Chōonpu (ー) symbols for Katakana and repeated vowel letters for Hiragana. To Romanize these characters, you should always use Macrons (Ā Ī Ū Ē Ō ā ī ū ē ō) to indicate a longer vowel rather than repeating the vowel letters.

Here is an example of how Hiragana and Katakana are to be Romanized:

In use, this would look like:

There are, however, exceptions to this. In the case of vowel stops presented by Kanji, if one Kanji ends in a letter and the next Kanji begins in the same letter, macrons are not to be used. For example, 王失う (おううしなう) is written Ōushinau and 夕憂い (ゆううい) is written Yūurei. Macrons are also not to be used if a Kanji letter is followed by a Hiragana letter. For example, 生う (おう) is written like Ou, rather than Ō. However, 呪おう or 呪王 (のろおう) would be written as Noroō.

Ei (えい/エイ) is not to be written with the ē macron.

Romanizing Special Characters
Certain letters in Kana are combined with smaller-scaled versions of regular Kana letters to pronounce words otherwise unavailable in the alphabet and are often used for loanwords. These letters are always smaller versions of vowels, which have their own characters. An exception to this is the letter, in which it can instead be used alone to create its own special character. When is followed by smaller-scaled vowel letters, the "U" is Romanized as "W" instead.

Zu is written for both ず and づ rather than dzu, while Ji is written for じ and ぢ, rather than dzi or dji. Letters following し/シ (Shi), ち/チ (Chi) and じ/ジ (Ji) replace the i and are not to be followed by the letter y, but the h is retained for Shi and Chi letters. For example, しゃ/シャ produces Sha and ちゃ/チャ produces Cha (rather than Shya and Chya) while じゃ/ジャ yields Ja rather than Jya. For other consonants, however, the y is to be retained; for example, きゃ/キャ would result in Kya.

Below is a list of commonly-used examples.

ッ and っ
When a consonant is preceded by a small Tsu letter, it indicates that the consonant is supposed to be repeated. For example, タックリー reads as Takkurī and 漆黒 (しっこく) reads as Shikkoku. While this is more prevalent in Katakana, it also exists in Hiragana.

As a rare exception, っし should be Romazined as sshi while っち should be Romanized as tchi, instead of cchi.

ン and ん
When Romanizing n from Hiragana and Katakana, the letter "n" is usually written as-is: n. Only during the translation section of the Japanese template for Katakana can n be alternated with "m". In this case, the word is likely a loanword where the n is followed by a labial consonant, such as m, b and p. For example, Impa's Japanese name reads, but can be translated as "Impa". The letter n in Hiragana is never exchanged for "m", as 印判 (いんぱん) is written as Inpan. However, unless it is pertinent to an equivalent English word, you should always Romanize it as n. Ns at the end of words always result in the Romanized letter n.

Particles
As aforementioned, Japanese particles are not to be capitalized. On rare occasions, some Hiragana characters are Romanized alternatively from how they normally would be. This is only when they are used as grammatical particles. These rare examples are:

= Rusta = Rusta can be found at the bird statue near the Waterfall in Skyloft before the Wing Ceremony. He comments on the statue's single eye and recommends that Link takes a closer look at it.

After the Wing Ceremony, Rusta can be found at the Lumpy Pumpkin. After Kukiel goes missing, he informs Link about a monster in Skyloft, something many people don't believe.

= Parrow = Parrow lives in the southern part of Skyloft, just below the Skyloft Plaza. Before the Wing Ceremony, Parrow mentions the ramifications of winning the Wing Ceremony to Link, claiming that being able to properly fly a Loftwing is a rite of passage for children to become adults. He then tells Link that to become a Rescue Knight, Link must practice hard and develop his riding technique.

After Link receives the Goddess Sword, Parrow can be found walking around the Skyloft Plaza. He congratulates Link on winning the Wing Ceremony, but notices that the young hero isn't happy about it. He appears in his home at night, saying the same thing.

As a Loftwing aficionado, Parrow's house is decorated with mosaics of Loftwings.

= Orielle = Orielle lives in the southern part of Skyloft, just below the Skyloft Plaza. She can usually be found wandering near the bridge to the residential district of Skyloft. If Link speaks to her before the Wing Ceremony, he asks her if she has seen his Crimson Loftwing, to which she denies and recommends that he look for it from the Statue of the Goddess for a clear view of the whole town.

After Link receives the Goddess Sword, Orielle can be found walking around in front of Pipit's house. She congratulates Link on winning the Wing Ceremony and compliments his new look. She appears in her home at night, saying the same thing.

= Goselle = Before the Wing Ceremony, Goselle can be seen talking with Greba and Mallara about how busy their lives are. While discussing this, they obstruct the bridge to the residential district of Skyloft.

= Greba = Before the Wing Ceremony, Greba can be seen talking with Goselle and Mallara about how filthy her son, Gondo, is. While discussing this, they obstruct the bridge to the residential district of Skyloft.

= Mallara = Before the Wing Ceremony, Mallara can be seen talking with Greba and Goselle about how she wishes she could get someone else to do her work. While discussing this, they obstruct the bridge to the residential district of Skyloft.

= Keet = Before the Wing Ceremony, Keet can be found sitting on a bench by the Skyloft Pier. When he learns that Link's Crimson Loftwing has gone missing, he recommends that the young hero talk to Pipit.

= Peatrice = If Link enters Peatrice's house before the Wing Ceremony, she will criticize him for his habit of entering peoples' homes without knocking, and complain about how bored she is because the Bazaar is closed for the Wing Ceremony.

If Link visits Peatrice's house at night, she audibly voices her dissatisfaction with her inability to find a relationship before noticing Link and asking him to leave her presence.

Peatrice's house is largely comprised of her room, which has a feminine design. Her bed's headboard is heart-shaped and painted with a keyhole on the backside of it. Doilies can be found on her dresser, vanity, table and the dining table, and the base of her chair is adorned with hearts. Like her bed, Peatrice dresses with a keyhole motif, and many pieces of her wardrobe bear keyhole symbols, including her Sailcloth, sash and pants.

= Peater =

Though half of Peater's house is owned by his daughter, his bed space and parts of the dining area retain a masculine design. The dining area is placed on a dark blue and green rug, though the table itself has a doily on it. His bedding area has dark blue curtains and a dark blue bed built with bamboo. Bamboo logs can also be found nearby, lying on the ground.

He appears in his home at night after Link obtains the Goddess Sword and welcomes the young hero. He informs Link that he was once the "most popular guy in the sky," and claims that he was once known as "Mr. Skyloft." Afterwards, he threatens Link to not pursue a relationship with his daughter.

= Horwell = After Link discovers that his Crimson Loftwing is missing, Horwell can be found inside Gaepora's office talking with the headmaster about delaying the Wing Ceremony. Once Link informs Gaepora that Groose is involved in his Loftwing's disappearance, Horwell comments, saying that it's much easier to delay the race knowing who the culprit was.

Horwell's sash bears a feline design on it, relating to his association with Remlits. Strangely, though he is an instructor at the Knight Academy, he does not wear a Sailcloth.

= Karane = When Link first speaks to Karane, she wishes him luck and informs him that he will be able to ascend to senior class and receive a Knight's uniform if he wins the Wing Ceremony. She compliments him, saying that he would look "handsome" in a Knight's uniform, and alludes to the fact that she has a crush on another senior classman.

After finding out that his Crimson Loftwing has gone missing, Karane will tell Link that she hasn't seen it, as she's been at school the entire time. After confronting Groose, Karane will direct Link to Pipit, saying that he was looking for the young hero.

= Henya = If Link tries to ask about his Crimson Loftwing to Henya, she will tell the young hero to go away.

= Armos =

Armos Statues, also called Armos and Armos Knights, are stone statues which appear as enemies in every game in The Legend of Zelda series except. Despite being a common sight amongst Zelda games, their weaknesses, attack methods, and habitats vary significantly between games.

Notable variations include Armos Knight, Armos Warrior, and Death Armos. They can be easily confused with the Iron Knuckle, Darknut, and even the Eyegore under certain circumstances.

Characteristics
The Armos has become a staple of the Zelda series since its debut in the original, one of the specialized versions that exhibits bipedal movement. These statues, when disturbed, charge and follow Link at will, up until Link either attacks, detonates a Bomb nearby, or wails on it with any variety of his conventional weapons including the Boomerang, Arrow, and even Bomb Arrows as in.

Besides their aggressive behavior, only physical appearance sets apart the different incarnations between games. From The Legend of Zelda, in which the Armos were akin to human knights, to the stone monoliths of, to the awakened rock forms of , the charging, virulent behavior characteristic of the Armos may be the only constant. Even so, all incarnations of Armos seem mechanical in nature, using their sensory perception of touch and activation as a reference point; in, these foes can even be deactivated.

Armos can also be used to complete puzzles that require a heavy depressor to stomp a switch, especially when no other similar object is nearby. However, since some incarnations of the Armos, specifically ones seen in Ocarina of Time and, tend to jump about at random when activated, attempting to solve a simple puzzle can prove to be a daunting task. On a similar note, some Armos in The Legend of Zelda, reveal staircases beneath their resting position when moved.

The Legend of Zelda
Debuting in The Legend of Zelda, this incarnation incorporates the bipedal movement lost in later titles to reach Link, and also boasts a humanoid knight-like appearance. In The Legend of Zelda specifically, when undisturbed, these foes are impervious to all forms of attack. However, they shed their stone defenses when awakened, moving freely but also allowing their vulnerabilities to arise, enabling them to be dispelled with all kinds of weaponry, such as the Boomerang, Bombs and Magical Rod.

A Link to the Past
Armos make their second true appearance in ''A Link to the Past. Their statues have a different design, this time armed with swords instead of spears. These foes have hereby lost the ability to walk, showing no actual movement aside from hopping towards Link on their pedestal, a trait later used in many future games.

Link's Awakening
In Link's Awakening, Armos appear very much like their The Legend of Zelda'' counterparts. Armos in Link's Awakening can only be damaged by Bombs, Arrows, or Bomb Arrows. Although Armos must be moved in order to access several important areas of the game, Link can slowly push these enemies out of the way without having to awaken them by using his shield. An Armos Warrior is the mini-boss of the Skull Dungeon, and an Armos Knight mini-boss, somewhat similar to its counterpart, can be found in the Southern Face Shrine.

Ocarina of Time and Majora's Mask
In Ocarina of Time and Majora's Mask, these foes appear exclusively in dungeons, and in two varieties: typical Armos statues (increased sensitivity and attacking behavior) and solid statues (Armos-looking but do not move or attack). The latter will not budge when bothered and can be used to depress switches and access previously covered areas. These foes will, no matter how they are attacked, hop around madly and eventually explode, effectively defeating themselves. The final explosion can usually be blocked with a shield or evaded by running away. The Armos incarnation seen in Phantom Hourglass and Spirit Tracks can be immobilized by a nearby Bomb explosion, allowing Link to move them about, as in Ocarina of Time and Majora's Mask.

Oracle Series
The only difference sighted for this incarnation in the Oracle titles is that the foe can be damaged with regular sword strikes, in comparison to the Link's Awakening version. In the Oracle titles, despite their commonality across the series, these monsters are quite rare in Holodrum, only making appearances near Tarm Ruins and Northern Peak in Oracle of Seasons. In Oracle of Ages, Armos only appear in Moonlit Grotto. They only attack after Link activates a switch.

The Wind Waker
Contrary to their counterparts in other games, Armos in will move on their own without waiting for Link to approach. To defeat one of the monsters, Link must fire an arrow into the small green target on the statue's chest, which will halt its tracks and reveal a glowing gem on its backside. Link can strike this gem with several weapons, defeating the monster (alternatively, Link can move behind the Armos and strike without shooting an arrow, though this is a little more difficult). Like its counterparts in Ocarina of Time and Majora's Mask, these Armos will hop around madly after their own defeat, eventually exploding and damaging Link if he's nearby.

Twilight Princess
Armos in Twilight Princess wield hammers and look very different from those in previous incarnations. They have a more tribal look, partly resembling the Moai statues on Easter Island. When animated, their facial features are clearly outlined by a glowing blue color, and their weak spot, the glimmering blue crystal at the rear, will illuminate. The crystal must be struck twice with the sword in order to defeat them.

The Minish Cap
The Minish Cap version of Armos can actually be mechanically disabled. To do this, Link must become Minish-sized and climb into the statue. Once inside, flipping a switch will deactivate the Armos' sensitivity, allowing Link to walk past them, unhindered. Armos must be activated and deactivated to solve several puzzles and can only be found in the Wind Ruins area. Likewise, although Armos must be moved in order to access several important areas of Link's Awakening, Link can slowly push these enemies out of the way without having to awaken them by using his Shield.

Phantom Hourglass
Only the variety in Phantom Hourglass and Spirit Tracks does not wield any sort of weapon, but it is more of a large, hopping monolith than a traditional armed statue common to previous incarnations. In the latter title, a small Miniblin can even ride atop the Armos, requiring a dual strategy in order to defeat the combined foe.

Skyward Sword
The Armos of SS undefined appear in the Lanayru Mining Facility and the Pirate Stronghold, and can only be activated when a Timeshift Stone is nearby. This variation is two-faced, with each side having its own attack pattern and method to defeat them. The "happy" face has shorter, calmer hops while the "angry" face produces longer, more aggressive jumps towards Link. The Gust Bellows must be used on the spinning device resting above their heads to stun the creature, which will cause for the Armos to open its mouth. This causes for the statue to slowly stick its tongue out and reveal two crystals in each side, both of which must be destroyed in order to fully defeat the Armos.

The sword technique which must be used to destroy the crystals depends on the face Link is currently facing. The crystal on the "happy" face has the easiest crystal to shatter since Link can slash it with his sword from almost any angle. However, the crystal on the "angry" face can only be destroyed with a stab attack. Whichever crystal Link destroys first will cause for the Armos to quickly change its side and to attack Link again. Because of this, it is recommended that the jewel on the "angry" face is shattered first.

Weaknesses
The Armos is one with many weaknesses, presumably more of which achieve relevance after the Armos is activated. Across the board, Bombs, Arrows, and sometimes even rudimentary sword strikes are enough to dispel these creatures, leaving the Boomerang, Scent Seeds, Bomb Arrows, and even the Ball and Chain to cover the specialized incarnations between games. Interestingly, only the foes seen in Ocarina of Time and Majora's Mask can be stunned with Deku Nut flashes; another specialized  weakness exploitation is through use of the Mortal Draw in Twilight Princess.

In Skyward Sword, their heads are vulnerable to the Gust Bellows which, when used, will spin their heads, stunning them. From here, Link can attack with the proper sword technique on each of the two crystals to defeat them.

Armos Titan
A beta version of Twilight Princess included an enemy called the "Armos Titan". However, this enemy was never included in the final version of the game. These Armos look a little more like traditional Armos statues but have no weapons and attack with their hands. Unlike the other Armos, this one's diamond is placed on its chest and can be successfully hit by shooting three arrows or one Bomb Arrow at it. It appears to have been replaced by the hammer-wielding Armos seen in the final version of the game that shares the same gem-like weak point. Armos Titan slightly resemble the Sacred Grove Guardians.

Armos Series
Although Armos do not make an appearance in Soulcalibur II, Link can wield their sword and shield from Ocarina of Time and Majora's Mask. They can be bought for 900 Gold in the Thuban Shop while playing the Weapon Master Mode. When Link equips these weapons, his defense will lower to 70% while his offense will stay the same. However, if Link makes a Soul Charge, his offense will boost to 40%, though it will diminish over time.

Animated series
Tinsuits, an enemy unique to the animated series, bear a lot of resemblance to the original design of Armos, and even attack with spears, although they do not appear as statues.

Various Armos statues also appear in the "Sing for the Unicorn" episode of the animated series. Here, they are giant, humanoid statues that highly resemble the Tinsuits, except much bigger and not armed with spears.

In the episode, as Link and Princess Zelda are walking through the Underworld, the young hero warns Zelda to not touch the Armos statues. Zelda accidentally does so, and the statue comes to life, which kicks Link into another statue. This other Armos is also brought to to life and picks up the young hero while Zelda once again accidentally touches another statue. The princess successfully dodges two Armos that are trying to attack her and proceeds to wield her bow, firing one Arrow at the Armos that had Link in its grasp. A statue then grabs Zelda, but Link picks up his sword and fires a sword beam at each Armos, promptly defeating them.

Trivia

 * Due to what is presumably a glitch in The Legend of Zelda, Armos will strike Link immediately if he approaches them from the south side. When approached from other angles, these enemies will give their adversary a few moments to get out of range.
 * In Ocarina of Time, the Goron Emblem appears on Armos' foreheads.

Location and Uses
Ravio gives Link his Bracelet in exchange for allowing him to stay in his home. Ravio presents it as a valuable antique, though he admits it has a moldy stench. After Yuga attempts to trap Link as a wall painting in the Eastern Palace, Ravio's Bracelet activates and allows Link to merge in and out of walls at will. With this ability, Link is able to explore new areas of Hyrule and enter Lorule through cracks. Ravio's Bracelet also plays a role in certain boss fights and allows Link to use the Bow of Light.

Gallery
=Page Layout=

Constants

 * Infobox and warning templates
 * Main body
 * Trivia
 * Theory
 * Gallery
 * Video Gallery
 * External Links
 * See Also
 * References
 * Names template
 * Listing templates
 * Categories

Enemy Pages

 * Enemy template
 * Characteristics and Weaknesses
 * Trivia
 * Theory
 * Gallery
 * Video Gallery
 * See Also
 * External Links
 * References
 * Names template
 * Listing templates
 * Categories

Recurring Enemies

 * Enemy template
 * Characteristics and Weaknesses
 * (Game 1)
 * (Game 2)
 * Trivia
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 * Gallery
 * Video Gallery
 * See Also
 * External Links
 * References
 * Names template
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Boss Pages

 * Boss template
 * History/Biography (Optional, depends on boss' role.)
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 * See Also
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 * Names template
 * Bosses template
 * Listing templates
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Recurring Bosses

 * Boss template
 * History/Biography (Optional, depends on boss' role.)
 * Appearances
 * (Game 1)
 * Strategy
 * (Game 2)
 * Strategy
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 * Names template
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Species Pages

 * Species template
 * History
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 * Notable (Species)
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=Citation=

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200 Rupees

Deargodwhydoeshetalksomuch

- Final Sage nonsense:

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=Translations= Simply a side project with no real goal.

Races
=Zelda Wiki Norms= Below is an amalgamation of unspoken but commonly accepted or passively enforced "rules" on-wiki.


 * Names of items and objects are to be treated as proper nouns, as with characters, locations and so forth. Thus, "sword" is to be written as "Sword" or "shield" as "Shield."
 * When applicable, galleries adhere to the following order: artwork > renders > screenshots > concept art > non-canon artwork and other unofficial material.
 * If multiple games and non-canon series are present, the order follows: artwork, renders, etc.; Game 2 artwork, renders, etc.; non-canon series 1 artwork, renders, etc; non-canon series 2 artwork, renders, etc. Even if non-canon material is relevant to Games 1 or 2, it is to appear subsequent to the rest of the canon material. Semi-canon material falls under the same restrictions, but is placed in-between canon and non-canon/unofficial media.
 * Galleries are given their normal second-tier headers (==Gallery==), though when videos are added, they are to be placed beneath the gallery in a third-tier heading titled "Video Gallery" (===Video Gallery===).
 * When using headers, each word is to be capitalized, except for prepositions (DOUBLE EXCEPTION for titles of media that deliberately capitalize the prepositions, such as A Link Between Worlds).
 * In image descriptions ( [[File:|]] script, Gallery sections and summaries on File pages), full stops are to be avoided.
 * Image descriptions that describe action are written in active present participles, with the suffix -ing. E.g. "Link attacking Cuccos" instead of "Link attacks Cuccos."

Article Renaming
Articles that need to be renamed for their current names: Hot Spring Water -> Hot Springwater Fortune Teller -> Fortune-Teller