OpenLLM-France/wikimedia huggingface dataset:
# Zelda franchise strategy guide/Items/Boomerang

The boomerang is a common weapon in The Legend of Zelda series. It is typically used to stun enemies, retrieve items, and trigger switches. Some weak enemies can be defeated using the boomerang, and in some games the boomerang is capable of cutting down objects. The boomerang has two versions: a normal wooden boomerang and the magical boomerang, which flies farther and faster and can be directed after it is thrown.

## The Legend of Zelda

The boomerang first appeared in The Legend of Zelda. It stuns large enemies such as Moblins and kills smaller ones such as Keese. The normal boomerang is found in the first dungeon and the magical boomerang is found in the second.

## A Link to the Past

The boomerang returns in The Legend of Zelda: A Link to the Past, found in the basement of Hyrule Castle. Link can toss the boomerang into a fairy fountain to receive the magical boomerang.

## Link's Awakening

The boomerang is an optional weapon in The Legend of Zelda: Link's Awakening and is received late in the game. To get the boomerang, Link must trade one of his weapons to a Moblin-like creature (probably a Goriya). The boomerang is significantly more powerful in the game, capable of defeating many enemies and cutting down bushes.

## Ocarina of Time

The boomerang in The Legend of Zelda: Ocarina of Time is used by young Link only. The only major difference in the boomerang is that it is now thrown from a first-person perspective.

## Oracle of Seasons and Ages

The normal boomerang was the same as in Link's Awakening however, there was also a Level-2 boomerang and could be controlled when thrown. And sometimes could kill a weak enemy, such as a Keese.

## The Wind Waker

In The Legend of Zelda: The Wind Waker, the boomerang gains a significant new feature. Before throwing the boomerang, Link can select up to five targets for the boomerang to hit before returning, which is crucial for certain puzzles involving switches that need to be triggered by the boomerang.

## The Minish Cap

The wooden and magical boomerangs return in The Legend of Zelda: The Minish Cap. The wooden boomerang can be bought in town, and the magical boomerang is earned by fusing kinstones with Tingle and his brothers.

## Twilight Princess

The Legend of Zelda: Twilight Princess has the Gale Boomerang, which has elemental wind power, will appear in this game. It can also target multiple things and can carry objects from one place to another.
# Zelda franchise strategy guide/Items/Bow and Arrow

Bows and Arrows have been featured in every Legend of Zelda game except Zelda II: The Adventure of Link, The Legend of Zelda: Oracle of Ages, and The Legend of Zelda: Oracle of Seasons. It is often the best weapon to be used for long range attacks.

## The Legend of Zelda

The bow is located in the first dungeon, and the first arrow must be purchased. After one has the first arrow, each arrow one fires costs 1 rupee and is taken directly from one's wallet as one fires. Later on in the game, one obtains the Silver Arrows, which are the items one uses to finally kill the final boss, Ganon.

## A Link to the Past

The bow and arrow is a powerful weapon. There is an even more powerful silver bow and arrow, but that is not required to defeat the final boss.

## Link's Awakening

The bow can be purchased at the shop for 998 rupees. If you do not wish to pay, you can steal the arrows, but for the rest of the game you will be called THIEF. Press the bomb and arrow buttons at the same time to shoot a bomb arrow, blowing up an enemy from a distance.

## Ocarina of Time

In Ocarina of Time, the bow is called the Hero Bow. It is gained in the Forest Temple, and is used to kill the Poe sisters, and the final boss, Phantom Ganon. This is the first game where fire, ice, and light arrows are introduced.

## Majora's Mask

The bow is known as Fairy's Bow in this game, and is found in Woodfall Temple. The fire, ice, and light arrows have a higher importance in this game.

## Oracle of Ages and Seasons

The bow and arrow are replaced with the slingshot/seed shooter (OoS and OoA respectively) and seeds.

## The Wind Waker

The bow is once again called Hero's Bow. It is found in the Tower of the Gods, and is the item used (along with bombs) to defeat the boss of the level, Gohdan. The Hero's Bow is also used to defeat the wind spirit, Cyclos in his whirlwind. After you hit him with arrows three times, he teaches you Ballad of Gales. The fire, ice, and light arrows are also in this game, but the light arrows have a new ability. When they hit an enemy, they vaporize the enemy instantly in a blinding flash of light (this works with all enemies except Ganondorf and all his forms. They just hurt him or stun him.)

## Four Swords Adventures

The bow is especially useful, since it's more powerful than the slingshot. A Level 2 bow can shoot three arrows at the same time, or twelve when all four Links shoot them.

## The Minish Cap

The bow is found in the Fortress of Winds, and is used to beat the fortress boss, Mazaal. In addition the arrows could be upgraded to light arrows.

## Twilight Princess

The bow and arrow was featured in a Twilight Princess trailer, where Link shoots some sort of flying creature. However, as soon as the bolt made contact, the arrow exploded. It was later confirmed that it was a combination of an arrow and a bomb; a move that has not been featured since Link's Awakening.
# Zelda franchise strategy guide/Items/Biggoron's Sword

In Ocarina of Time, the Biggoron's Sword is a weapon rewarded from the immense Goron smith Biggoron after the completion of an optional trading sequence in the form of a side quest. The sword resembles a German Zweihänder, and is identical to the Giant's Knife, another optional weapon in the same game; the Giant's Knife breaks after several uses, while the Biggoron's Sword is indestructible. It is twice as strong as the Master Sword (making it the strongest weapon in the game) and requires two hands to hold; while equipped, Link cannot use a shield. In the final fight with Ganon at the end of the game, the Biggoron's Sword cannot deal the finishing blow. Only the Master Sword can defeat Ganon, likely because of its magical abilities.
The Biggoron's Sword has a cameo in Soul Calibur II, and is used as a very long one-handed sword that Link partners with the usual Hylian Shield.
A similar sword, called the Great Fairy's Sword, appears in Majora's Mask. It has the same use as the Biggoron's Sword (twice as strong as the Gilded Sword, also needs both hands to use), but is green/purple in color and is a C-button item. Link receives this from the Stone Tower Temple Great Fairy if he can retrieve all fifteen Stray Fairies inside that temple. This sword also has a cameo in Soul Calibur II as Link's best weapon, with increased attack plus the effect of healing with every swing.
# Zelda franchise strategy guide/Items/Four Sword

The Four Sword is able to banish evil like the Master Sword, but can also split its wielder into four clones, each representing one of the four elements. Like the Master Sword, it has a secondary function — to serve as a prison for Vaati and Ganon.
Originally, the Four Sword was the Picori Blade, a magical sword given to the Hero of Hyrule by the Minish. This blade was used to imprison all known monsters in the Bound Chest, and was broken when Vaati opened the chest while looking for the Light Force. It was later forged by Melari into the White Sword, and finally became the Four Sword when it was infused with the crystalline essences of the four elements.
Link uses the Four Sword to defeat Vaati, who is seemingly killed. However, according to Four Swords, he was imprisoned inside the sword, and the sword was placed inside the Four Sword Sanctuary. In Four Swords, Vaati escapes the Four Sword. However, Link, or rather, the four Links (each wearing a different-colored tunic to distinguish them from one another), are able to track him down and re-imprison him in the sword. In Four Swords Adventures, Ganon uses the Dark Mirror to create Shadow Link, who tricks Link into withdrawing the sword and releasing Vaati. This time, however, Vaati is killed, and instead, Ganon is sealed within the sword. The Four Sword appears one last time in the re-release of A Link to the Past (which has Four Swords as part of the release), in the optional Four Sword Palace. It is implied in this game that Ganon broke out of the sword, shattering it, and took over the Pyramid of Power and the Triforce and thus the Golden Land from there. When Link collects the fragments, he is challenged by four Dark Links.
The Minish Cap version of the sword had a red jewel in the center of the hilt, while later versions instead had a marking resembling Vaati's eye. This may be due to Vaati's influence on the sword, and the reason why the Four Sword's clone power is automatic instead of a controlled ability in the other games.
# Zelda franchise strategy guide/Enemies/Wallmaster

Wallmasters are monsters that appear in the Legend of Zelda series.

## Appearances

Wallmasters first appeared in The Legend of Zelda. They appeared as giant blue hands that came out of the wall. If one hit Link, it took him back to the entrance of the dungeon, no matter how deep into it he was. As an additional annoyance, if Link picked up a clock, Wallmasters that hadn't yet left the wall were unreachable until he left the room. Wallmasters were one of the most loathed monsters in the game, due to the apprehension accompanying any player unfortunate to become victim to it, punctured by its signature 'roar' before its killing strike. It would appear as an inescapable shadow over the player's position, then drop down after a certain interval of stalking the player. However, they had a fairly high rate of dropping rupees (especially in Ocarina of Time and Majora's Mask).
In The Legend of Zelda: A Link to the Past they are found in the dungeon in Skull Woods, and in Ganon's Tower. While they can be killed, a room can never be cleared of them. They are, however, fairly easy to avoid. Their fall from the ceiling is proceeded by a dropping sound, and their shadow appearing on the ground.
In the game The Legend of Zelda: Ocarina of Time they take the form of dead hands with clawlike fingernails. When a player enters a room that contains Wallmasters, Navi will warn the player to "watch for the shadows of monsters that hang from the ceiling." They can be found in the Forest Temple, the Shadow Temple, the Spirit Temple, the Bottom of the Well, the Gerudo Training Ground, and Ganon's Castle. In The Legend of Zelda: Majora's Mask, they could be found at the bottom of the Ikana Well, and acted exactly the same as they did in Ocarina of Time, although the player receives no warning of their presence.
In The Legend of Zelda: Twilight Princess a similar enemy, known as a Zant's Hand, is found in the Palace of Twilight. There are two of them, and each is found holding a 'Sol.' Link needs both in order to access a later part of the dungeon. However, unlike in earlier games, these followed Link only once he took the Sol. Once they catch him, they steal the Sol and return it to its starting place. They are also able to pass through doors of certain rooms.
# Zelda franchise strategy guide/Gossip Stone

Gossip Stones, or Sheikah Stones, are recurring items in The Legend of Zelda series. Their appearance and use varies from one game to another.

## Appearances

The Gossip Stones are first introduced in Ocarina of Time, and appear as gray standing stones, scattered about Hyrule and engraved with the symbol of the Sheikah, their original creators. When first encountered they are a mystery, serving no apparent purpose, but upon persistent experimentation they are found to contain many easter eggs, such as revealing the current in-game time when struck by Link's sword, cartoon-ish physical reactions when attacked with various other weapons, and revealing a wealth of interesting information regarding the game's plot, specific characters, or back-story, with occasional tidbits about the game itself. When struck by an exploding bomb, it will change color and beep as if in a countdown. Shortly after, it takes off like a rocket, and will continue until it is no longer visible. If there is a ceiling overhead, it will explode on the ceiling. These small pieces of gossip, usually taken from an overheard conversation, are only discovered when the Mask of Truth, the reward for a long, optional side quest, is worn.
The stones return with the same form and function in Majora's Mask.
In The Wind Waker, Gossip Stones return as small, rare pendants that can be used to communicate at a distance. These advanced Gossip Stones were created by Daphnes Nohansen Hyrule. Such a pendant is used by Tetra and The King of Red Lions to communicate with Link.
Gossip Stones make a reappearance in The Legend of Zelda: Twilight Princess as howling stones used to summon the Golden Wolf (also known as the Hero's Shade).
# ZK/How-Tos/HowToSetupEclipseWtpForZK
## Step by Step

To setup ZK in Eclipse you can use description in HowToSetupEclipseWtp for Apache Tapestry with some adoptions for ZK:
Except the tapestry stuff you have the same benefits and prerequisites... probably sourcelevel debugging is not possible for java code inside *zul files...
Changes in the steps:
* Steps 1 and 2: as they are...
* Step 3: instead of Add .application, .page, .jwc and .library extensions to the Text > XML node add the ZK specific extensions to the XML node (*.xul, *.zuml ...)
* Step 4: not applicable for ZK... a template file for ZK files could be created...
* Steps 5 and 6: as they are...
* Step 7: not applicable for ZK... probably there are other useful switches for the VM for developement purposes
* Step 8: as is... but probably don't call it TapestryTest... ;)
* Step 9: of course you have to copy the ZK jars (as in Quickstart instead of the Tapestry jars
* Step 10: Setup a Sceleton Site... setup the WebContent/WEB-INF/web.xml and the WebContent/hello.zul as in Quickstart.
* Step 11: as is...

## Verification

Verify the installation with http://localhost:8080/ZKTest/hello.zul (replace ZKTest with your Project name...)

## See also:

* How to setup Eclipse WTP and XAMPP for ZK
# How do I apply annotated data-binding on a Regular Macro Component?

macrobind.zul: The "view" definition of the macro component, a first name and last name fill-up form. Notice how the onChange event of the textbox is propagated to the space owner using the ZK3 'forward' feature.
macrobind.zs: The class definition of the macro component, Username. It delegates API calls down to the real UI components.
usemacrobind.zul: The example application that use the Username macro component and apply annotation data-binding. Notice that the save-when definition in the @{...} binding. It tells DataBinder to save Username's value to the Person object when the event is fired. The access:both tells DataBinder that the Username object is both for loading and saving. The button at the bottom is for checking whether the properties of the Person object are really changed.
Note that you could have done the same thing in ZK2.4 without use of the 'forward' feature by using this version of macrobind.zul that explicitly fires an event on the macro component.

# How do I dynamically render a grid from a collection of Java Objects?

people.zs: We need some POJOs to data bind to. Here is a quick file to create the pojo class that we will bind our xul grid to.
example-people.zs: We need some sample data POJOs. Here is the file to create them
index.zul: Bring it all together in a data binding example:
# Wings 3D/User Manual/The Objects Menu

DRAFT 1.6 65
� Section 5.1 The Menus WINGS3D USER MANUAL 5.1.6 The Objects Menu Figure 43: The Object Menu. Objects Menu – General
The Objects Menu presents you with options limited specifically to whole objects.
OBJECTS | SHOW AND UNLOCK ALL
Pretty self explanatory. It shows all objects in the workspace, and if any of them were locked, unlocks them, making all objects eligible for further manipulation.
OBJECTS | HIDE SELECTED
Hides any object or multiple objects that are currently selected. This is handy to hide a large, easily selected object, so as to be able to get to and manipulated a smaller object that his mostly or completely obscured by the larger object. Once hidden, the objects are locked and therefore protected from any changes.
OBJECTS | HIDE UNSELECTED
Hides any object that is not currently selected. Hidden objects are automatically locked and protected from any geometry/orientation changes.
OBJECTS | LOCK UNSELECTED
Locks unselected objects, but leaves them visible in the workspace as reference objects.
OBJECTS | {OBJECT LIST} (object1 would be cube1 for the example shown above.) object1
Select
Hide
Hide Others
Lock
Rename object2
Select
Hide
Hide Others
Lock
Rename object3
Select
Hide
Hide Others
Lock
Rename and so on...
The bottom part of the Objects Menu shows a list of all the current objects in the workspace. They will initially have default names based on how they were created. For example, when a cube primitive is added to the workspace when Wings is first started, it will be named cube1. Note that if you do a File | New, the item numbers are not reinitialized. So if you then added a cube to the new workspace it would be listed as cube2. The open eye icon to the left of the name (represented in this document as brackets) will show if it is currently visible and change to a closed eye icon if it is hidden. Each object in the list has a sidebar menu from which you can do many handy things. From this menu an object can be Selected/Deselected, Hidden/Shown (note, if hidden Show is the only option in the side bar menu), Locked/Unlocked, and Renamed.
66 DRAFT 1.6
� WINGS3D USER MANUAL Section 5.1 The Menus Objects retain the name assigned to them upon Save and Export, which is very useful in texture mapping applications later on. Hide Others (the middle option in the menu) does not work on the selected object. Rather, it hides all the rest of them. This is very useful when working in a multi object scene. As mentioned elsewhere, the Object Menu can be used to find objects you've lost track of, or
to recenter around a specific object. To do this simply choose Object | Select and then use Tools | Center | All to find/recenter on the elusive object. Currently this is a single column, non-scrollable list, so if your scene has a lot of objects in it, they may not all be accessible via this menu.
Model by Mike Gleason. Rendered in Strata Studio
# Wings 3D/User Manual/The Nature of Subdivision Modeling/Winged Edge Topology
## Winged Edge Topology

One of the reasons Wings works so well with edge loops and edge rings is the fact that it is based on a topological data structure called winged edge topology.
Winged edge topology is a method that mathematically defines all elements in a model by their relationships to other elements of the model. This is done by a set of tables; specifically, face, edge and node tables.
In the figure on the right, I have selected one face (Face 71) and then switched to Edge Mode to select its component edges. Similarly, if we had just selected Edge 72 and then done an edge loop selection, Wings would have selected edges 60, 68, 28, and the others on the back of the model that we can not see, to complete the loop. For a more detailed description of the winged edge data structure you can read The Winged Edge Data Structure by Dr. Ching-Kuang Shenefound here: http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/model/winged-e.html
The Status Line of Wings tells us that Face 71 is encircled by edges 9, 16, 70 and 72. (Note that newer versions of Wings place this information in a string at the top left of the workspace.) It only knows this because the winged edge topology exists to provide the information.
It is beyond the scope of a User's Manual to get into a thorough discussion of the winged edge data structure. It is enough to know that Wings is based on this data structure and it is used to make and manipulate selection sets very rapidly. You can also find winged edge topology illustrated from a geographic point of view here: http://www.bequia.swinternet.co.uk/edgeex.html
# Wings 3D/User Manual/The Main Menu

Back to Wings 3D
5.1 The Main Menu Figure 33. The main menu bar.
The Main Menu consists of logically organized functions that are generally global in nature throughout Wings3D, that is they apply to vertices, edges, faces and objects or general environmental settings such as user preferences and camera manipulation. The exception to this general rule is the Objects Menu, which contains functions relevant to objects only. The Main Menu items include File, Edit, View, Select, Tools, Objects, and Help. Each of these will be covered in this section individually. 5.1.1 The File Menu File Menu – General The File Menu contains file handling options, most of which are common to almost all applications, but some warrant a little discussion. Each option is described in its own section below. File | New (Ctrl-N) Default when starting the program, giving you a clear workspace to work in. When invoked later Wings will ask if you want to save your changes with the standard Yes, No, Cancel options. If you answer No Wings3D will delete all objects in a current workspace. File | Open (Ctrl-O) Will load a previously saved .wings model into the workspace. When invoked, Wings will ask if you want to save your changes with the standard Yes, No, Cancel options. If you answer No Wings3D will present you with a File Open dialog box. You can then navigate to your file and load it by typing in the name or double clicking on it from the list of available models. If you cancel at this point, 46 DRAFT 1.6
# World Heritage Sites

This book is intended as a reference of World Heritage Sites. It is organized by country.

## Contents

* Introduction
* Afghanistan
   * Buddhas of Bamiyan
   * Minaret of Jam
* Albania
   * Butrint
   * Historic Centres of Berat and Gjirokastër
   * Primeval Beech Forests of the Carpathians and Other Regions of Europe
   * Natural and Cultural Heritage of the Ohrid Region
* Algeria
   * Beni Hammad Fort
   * Djémila
   * Kasbah of Algiers
   * M'zab Valley
   * Tassili n'Ajjer
   * Timgad
   * Tipasa
* Andorra
   * Madriu-Perafita-Claror Valley
* Angola
   * Mbanza-Kongo
* Antigua and Barbuda
   * Antigua Naval Dockyard and Related Archaeological Sites
# World Heritage Sites/Antigua Naval Dockyard and Related Archaeological Sites

Antigua Naval Dockyard and Related Archaeological Sites is a UNESCO World Heritage Site mainly consisting of Nelson's Dockyard located on the island of Antigua in Antigua and Barbuda. Nelson's Dockyard is a well-preserved dockyard built by the British in the 1700s.
# World Cultures/Culture in Europe

* Ukrainian Culture
* German Culture
* Swiss Culture
* Italian Culture
* Greek Culture
* French Culture
* Dutch Culture
* Belgian Culture
* Norwegian Culture
* Swedish Culture
* Danish Culture
* Icelandic Culture
* Estonian Culture
* Latvian Culture
* Lithuanian Culture
* Finnish Culture
* Polish Culture
* Hungarian Culture
* Bulgarian Culture
* English Culture
* Welsh Culture
* Scottish Culture
* Irish Culture
# World Heritage Sites/Afghanistan

There are two World Heritage sites in Afghanistan: the Buddhas of Bamiyan and Minaret of Jam. The Buddhas of Bamiyan were destroyed by the Taliban in 2001. Both of the sites are considered to be endangered.
# World Cultures/Culture in Oceania

There are a number of diverse cultures in Oceania, which are often heavily influenced by the unique environment of the region.
* Aboriginal Australian Culture
* Polynesian Culture
# World Stamp Catalogue/United States/Catalogue numbers
## Tentative numbering system for US stamps

Based on World Stamp Catalogue/Numbering System the following numbering system is being tried for US stamps
This numbering system will likely change to some extent as more stamps are catalogued. This system will probably not apply to local, carrier and provisional stamps issued in the US.Ha!
# World Stamp Catalogue/United States/Postal Stationery and Wrappers
## Postal Stationery

* 1¢, 1901 Savannah-Mulhouse