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Stardew Valley/Farm Buildings

There are several types of buildings you can add to your farm. Some are simple quality life enhancements, others enable you to raise animals. Each building has a footprint using up area on your farm which could be used for other things.

Coop
Coops allow you to keep chickens and other small animals. The base level coop can hold 4 animals. At first, only chickens are available from Marnie, but you can unlock others by upgrading the coop.
 * Footprint: 3x6
 * Initial cost:
 * 4000g
 * Wood x400
 * Stone x100

Barn
Barns allow you to keep cows and other large animals. The base level barn can hold 4 animals. At first, only cows will be available from Marnie, but you can unlock others by upgrading the barn.
 * Footprint: 4x7
 * Initial cost:
 * 6000g
 * Wood x350
 * Stone x150

Well
This is a quality of life upgrade which allows you to fill your watering can at additional location, since at the start of the game it can only be done from a pond.
 * Footprint: 3x3
 * Cost:
 * 1000g
 * Stone x75

Silo
A Silo allows you to store animal food (in other words Hay). Animals can't graze in the winter, and prefer to stay inside in winter, so it's a good idea to keep Hay available for them, and to build a silo before getting any animals. A Silo holds up to 240 pieces of hay.
 * Footprint: 3x3
 * Cost:
 * 100g
 * Stone x100
 * Clay x10
 * Copper Bar x5

Mill
A windmill allows you to process certain foods:
 * Footprint: 2x4
 * Cost:
 * 2500g
 * Wood x150
 * Stone x50
 * Cloth x4
 * Wheat to Flour
 * Unmilled Rice to Rice
 * Beet to Sugar x3

Shed
You can use a shed to store various equipment, for example Kegs, while they are processing raw materials into other products. The interior of the Shed is 9 by 11, so it can place many more pieces of equipment inside than you'd be able to place in the 3 by 7 area of land that the shed uses up. The capacity is reduced somewhat by the need to have paths so you can reach all the equipment.
 * Footprint: 3x7
 * Initial cost:
 * 15000g
 * Wood x300

Fish Pond
Stock this with fish and you can later fish from the pond for more fish.
 * Footprint: 6x6
 * Cost:
 * 5000g
 * Stone x200
 * Seaweed x5
 * Green Algae x5

Cabin
Guest players can reside here in Co-op mode. There are three styles, each with different materials costs.
 * Footprint: 3x5
 * Initial cost:
 * 100g
 * Stone x10
 * Or:
 * 100g
 * Wood x5
 * Fiber x10
 * Or:
 * 100g
 * Wood x10

Stable
Building this will give you a horse which you can ride around the valley. This allows you to travel much faster than on foot.
 * Footprint: 2x4
 * Cost:
 * 10000g
 * Hardwood x100
 * Iron Bar x5

Slime Hutch
You can raise your own Slimes in this building, just like the game Slime Rancher. Note, just like slimes found in the mines, slimes in the Slime Hutch are hostile, though wearing a certain ring will tame them. The slime hutch contains four water buckets on the east side of the room; fill them with water to produce Slime Balls. This is an ideal place to place an egg incubator.
 * Footprint: 6x11
 * Cost:
 * 10000g
 * Stone x500
 * Refined Quartz x10
 * Iridium Bar

Shipping Bin
Place this on your farm for an additional location to place your items to be shipped. This is another shipping bin in addition to the shipping bin that's right next to your farmhouse.
 * Footprint: 1x2
 * Cost:
 * 250g
 * Wood x150

title: Stardew Valley/Farm Buildings


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The Legend of Zelda: Link's Awakening/Koholint Island/Mabe Village

Mabe Village is a village on Koholint Island in The Legend of Zelda: Link's Awakening. It is located North-West of the Tail Cave and South of the Mysterious Wood. The name "Mabe Village" is a pun, just like "Link's Awakening"--literally, Link wakes up! It is based on the word "maybe", and this word is used because of the whole dream island and illusion idea seen throughout Link's Awakening

Mabe Village contains a shop, a "Trendy Game", the Dream Shrine, a fishing pond, a phone booth, a library as well as a couple of houses. Mabe Village and Animal Village are often called "sister cities" even though they aren't exactly large enough to be called cities. In the days before monsters roamed freely around Ukuku Prairie, people used to travel between Mabe Village and Animal Village but unfortunately in the time that Link is there, it is too dangerous for anyone but warriors to do so. In the centre of the village, there is a memorial to a creature called the "Flying Rooster" who, in bygone times, used to give rides to the children in the village. The currency of the village is rupees which can be found in many places.

Shop
Link purchases many useful items at the shop in Mabe Village to aid him in his quest to wake the Wind Fish. At the start of the game, this shop only stocks a 200 rupee shovel, 3 hearts for 10 rupees and a Level 1 shield for 20 rupees but during the course of the game somehow starts stocking other items such as bombs, an expensive bow (980 rupees!) and arrows. The owner of the shop isn't very kind toward shoplifters—if Link steals something from the shop and then returns at some other point, the Boss Music will play, the shopkeeper will say something like "I wasn't kidding when I said no stealing!" and then will attack him with some sort of lightning bolt, slowly depleting Link's health until he dies. Link is paralysed by it, and cannot move while being attacked in this way. After that the shop owner will once again sell to you, but your name is forever tarnished. If you later visit the Camera Shop after committing a theft, your album will have changed from "[yourname]'s Album" to "Thief's Album"!

Dream Shrine
The Dream Shrine is a mysterious shrine which, until Link finds a special item, will be blocked by heavy boulders. Inside the shrine there is a small room with a bed and four candles surrounding it. If Link sleeps in the bed, he will be teleported to a strange place. In this place there are two chests, one containing rupees and the other an Ocarina. Not much else is known about the Dream Shrine. It made a repeat appearance in The Minish Cap as a virtual monster-battling "simulator".

The Library
The library is another useful place in Mabe Village. The books there contain all the information anyone needs to know about Koholint Island except for all the real useful things like how to get through the dungeons. Except for that, the books are entitled "Fun with Bombs", "The Properties of Warp Holes", "Auto Map and Memo Guide Book", "Selecting the Item That's Right for You", "Secrets of the Whirling Blade", "How to Handle Your Shield Like a Pro!", "Atlas of Koholint Island" and "Dark Secrets and Mysteries of Koholint". In the Deluxe version there is also another book that you can't access until Link has the Pegesus Boots. This book has information on how to get into the new color dungeon. The book, "Dark Secrets and Mysteries of Koholint" states how to find your way in the maze inside the Wind Fish's Egg.

Trendy Game
The Trendy Game is an interesting place in Mabe Village. The player of the game uses a crane to pick up items on a rotating conveyor belt. The main prize is a Yoshi doll which is a popular toy among the young children in Mabe Village. Link can trade this to a person in Mabe Village in exchange for a ribbon.

The Phone Booth
This place is also useful in Link's adventure. From here and other phone booths scattered around Koholint Island, Link can ring Old Man Ulrira for hints on what he should do next.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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The Legend of Zelda: Link's Awakening/Koholint Island

Koholint Island (コホリント島) is the island setting of The Legend of Zelda: Link's Awakening.

In the course of the game, Link washes up on the shore of the island and is found by one of the inhabitants, a girl named Marin. Link then sets out to wake the Wind Fish by collecting the eight Wind Instruments from their hidden resting-places throughout the island, although the 'nightmares' try to hinder his progress.

Mabe Village
Mabe Village is located North-West of the Tail Cave and South of the Mysterious Wood. Link will begin his adventure here.

Mabe Village contains a shop, a Trendy Game, the Dream Shrine, a fishing pond, a phone booth and a library, as well as a few houses. Mabe Village and Animal Village (below) are often called "sister cities" (although they aren't large enough to be called cities). In the days before monsters roamed freely around Ukuku Prairie people used to travel between Mabe Village and Animal Village, but unfortunately by the time that Link arrives there it is too dangerous for anyone but warriors to do so. In the centre of the village there is a memorial to a creature called the "Flying Rooster" who, in bygone times, used to give rides to the children in the village. The currency of the village is Rupees which can be found everywhere throughout the island.

Shop
Link can purchase many useful items at the shop in Mabe Village to aid him in his quest to wake the Wind Fish. At the start of the game this shop only stocks a 200-Rupee shovel, 3 hearts for 10 Rupees and a Level 1 shield for 20 Rupees, but during the course of the game the shopkeeper begins stocking other items such as bombs, an expensive bow (980 Rupees!) and arrows. The shopkeeper isn't very kind toward shoplifters—if Link steals something from the shop and then returns at some later point, the Boss Music will play, the shopkeeper will say, "I wasn't kidding when I said pay! Now, you'll pay the ultimate price!!", and then will attack Link with some sort of lightning bolt, slowly depleting his health until he dies. Link is paralysed by it, and cannot move while being attacked in this way. After that the shopkeeper will once again sell to him, but his name is forever tarnished. From then on other characters will no longer refer to the player by the name input at the game start, but call him "THIEF" instead. If he later visits the Camera Shop (in the Deluxe version) after stealing something, his album will also be changed from "(yourname)'s Album" to "THIEF's Album"!

Dream Shrine
The Dream Shrine is a mysterious shrine which, until Link finds the Power Bracelet, is blocked by boulders. Inside the shrine there is a small room with a bed and four candles surrounding it. When Link sleeps in the bed, he will be teleported to a strange place where the Ocarina is obtained. It made a repeat appearance of sorts in The Minish Cap as a virtual monster-battling "simulator".

The Library
The Library located in Mabe Village offers a small selection of books which double as tutorials for certain items and general playing techniques. The books are entitled: In the Deluxe version there is also another book that, just as in A Link to the Past, Link can't access until he has the Pegasus Boots. This book has information on how to get into the new Color Dungeon. The book, "Dark Secrets and Mysteries of Koholint", states how to find your way in the maze inside the Wind Fish's Egg, but its print is too small to read without the Magnifying Lens, which is the final item of the trading side-quest.
 * Fun with Bombs,
 * The Properties of Warp Holes,
 * Auto Map and Memo Guide Book,
 * Selecting the Item That's Right for You,
 * Secrets of the Whirling Blade,
 * How to Handle Your Shield Like a Pro!,
 * Atlas of Koholint Island,
 * Dark Secrets and Mysteries of Koholint.

Trendy Game
The Trendy Game is similar to crane games in the real world, but has a rotating conveyor belt instead of a stationary bin. The player manoeuvres the crane arm over the belt and then tries to time the claw's descent so that it will grab something. The main prize is a Yoshi doll which is a popular toy among the young children in Mabe Village. This is the first item in the trading side-quest to obtain the magnifying glass.

Phone Booth
From the phone booth, and other phone booths scattered around Koholint Island, Link can ring Old Man Ulrira for hints on what he should do next.

Animal Village
Animal Village is a community populated entirely by talking animals. No-one knows how they came to live there or how they are able to talk (but they are not the only talking animals on Koholint). Sometimes Marin travels to Animal Village to sing for the residents, but as of the start of Link's adventures she hasn't been able to get there for a long time. Later on in the game she is finally able to travel there with Link, in order to wake a walrus blocking a path Link needs to take. There is a warp point inside the village which Link can use to warp to Ukuku Prairie and Tal Tal Heights.

Other Regions

 * Cemetery
 * East of the Bay
 * Face Shrine
 * Gopongo Swamp
 * Kanalet Castle
 * Koholint Prairie
 * Mysterious Woods
 * Pothole Field
 * Rapid Rides
 * Signpost Maze
 * South of the Village
 * Tabahl Wasteland
 * Tal Tal Heights
 * Tal Tal Mountain Range
 * Toronbo Shores
 * Ukuku Prairie
 * Yarna Desert

Level 1 -- Tail Cave
A basic dungeon located "South of the Village," in the hills north of Toronbo Shores. Its floor plan resembles a moldorm.
 * Prerequisites: Tail Key
 * Item: Roc's Feather
 * Mini-Boss: Rolling Bones
 * Boss: Moldorm

Level 2 -- Bottle Grotto
A jar-shaped dungeon located in Goponga Swamp. It is filled with many pots.
 * Prerequisites: Bow Wow or the Magic Rod
 * Item: Level-1 Power Bracelet
 * Mini-Boss: Hinox
 * Boss: Genie

Level 3 -- Key Cavern
A two-floor dungeon located near the Pothole Maze in Ukuku Prairie. Each floor takes on the image of a key when viewed on the map.
 * Prerequisites: Slime Key
 * Item: Pegasus Boots
 * Mini-Boss: Dodongo Snakes
 * Boss: Slimy Eyes

Level 4 -- Angler's Tunnel
A water-filled cave located at the base of Tal Tal Heights. From a bird's-eye perspective it resembles an anchor or a fishing hook.
 * Prerequisites: Angler Key
 * Item: Zora Flippers
 * Mini-Boss: Cue Ball
 * Boss: Angler Fish

Level 5 -- Catfish's Maw
The inside of a large catfish in the center of Martha's Bay. By the dungeon map's appearance it looks somewhat like a seahorse, although it is more likely representative of the catfish's body.
 * Prerequisites: Put the wandering ghost to rest, Flippers
 * Item: Hookshot
 * Mini-Bosses: Master Stalfos, Gohma (x2)
 * Boss: Slime Eel

Level 6 -- Face Shrine
A ruin to the north of Animal Village. The dungeon entrance is to the north of the main site of the ruins, where Link must first travel to learn the legend of the Wind Fish.
 * Prerequisites: Hookshot, Face Key
 * Item: Level-2 Power Bracelet
 * Mini-Bosses: Dodongo Snakes, Smasher
 * Boss: Façade

Level 7 -- Eagle's Tower
A large, four-story tower nestled within the eastern heights of the Tal Tal Mountain Range.
 * Prerequisites: Bird Key
 * Item: Mirror Shield
 * Mini-Bosses: Hinox, Grim Creeper
 * Boss: Evil Eagle

Level 8 -- Turtle Rock
A lava-filled lair in the cliffside of the western Tal Tal Mountain Range. It is built within the remains of a giant turtle which has become petrified within the rock of the mountainside. Near the rear of the dungeon there is also an exit to the top of the mountain where a warp hole and a Piece of Heart are located. In order to access the dungeon, the turtle's head must be brought to life by playing "The Frog's Song of Soul", and subsequently defeated.
 * Prerequisites: Ocarina, "The Frog's Song of Soul"
 * Item: Magic Rod
 * Mini-Bosses: Cue Ball, Rolling Bones, Dodongo Snakes, Hinox, Smasher, Boxing Blaino
 * Boss: Hot Head

Wind Fish's Egg
The large egg that is the island's most notable and elevated feature on top of Mount Tamaranch. It is fabled that the Wind Fish sleeps dreamily within its shell.
 * Prerequisites: All eight Instruments of the Sirens, Ocarina, "Ballad of the Wind Fish"
 * Boss: The Nightmares — Giant Bit's Shadow, Agahnim's Shadow, Moldorm's Shadow, Ganon's Shadow, Lanmola's Shadow, Dethl

Nature of the Island
Koholint Island is eventually revealed to be part of a dream of a shipwrecked Link.


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The Legend of Zelda: Link's Awakening/Characters

These are the characters appearing in The Legend of Zelda: Link's Awakening. Despite its title, Princess Zelda is not found in this game, although she is mentioned near the beginning of the game by Marin.

Link
After defeating Ganon in A Link to the Past, Link goes on a sea voyage, where he gets shipwrecked and washes up on the shore of the mysterious Koholint Island. He is found unconscious by Marin, who takes him back to her house in Mabe Village. During his stay on Koholint, Link becomes aware that the only way to leave the island is to wake the mystical Wind Fish, a creature with the apparent power to return him to Hyrule. Along the way, he encounters a variety of characters, explores dungeons, battles creatures, and collects instruments which he uses to play a song for the Wind Fish who sleeps on a mountain peak. When Link plays the Ballad of the Wind Fish with all eight instruments, he can enter the giant egg atop Mt. Tamaranch, where the Wind Fish slumbers. There he must face the final Nightmare, shadowy apparitions which include umbral visions of foes from Link's past. After he defeats this nightmare, it is revealed that the entire island is merely a dream of the Wind Fish—possibly an allegory of Link's own state of unconsciousness, in which he is reminded both of his worst enemies and what he likes. By playing the instruments again, Link ends the dream, and both he and the Wind Fish are returned to the waking world.

Wind Fish
The Wind Fish (かぜのさかな) is a whale-like creature that sleeps in a giant egg nestled in the crater at the top of Mt. Tamaranch on Koholint Island. The Wind Fish's egg bears a resemblance to a Yoshi Egg from the Mario games, and can only be entered by playing the Ballad of the Wind Fish. When Link wakes the Wind Fish at the end of the game, the island vanishes, leaving Link floating in the sea and watching the Wind Fish fly away. The owl makes it clear that the island has disappeared because it was all the dream of the Wind Fish; once he is awoken, it ceases to exist.

An owl statue outside the Moblin's Cave in Link's Awakening reads: "The Wind Fish in name only, for it is neither."

The Wind Fish makes a cameo appearance in Kirby Air Ride, flying around on the Frozen Hills stage. In Majora's Mask, Link rehearses a song titled Ballad of the Wind Fish, although the melody doesn't bear any similarity to the Link's Awakening version.

Marin
Marin (マリン) is a girl who saves Link in the opening sequence. As the game advances, she starts showing much fondness for Link, and soon develops a bit of a crush on him.

As the game begins, Link awakens in Marin's house after washing ashore on Koholint Island. A groggy Link mistakes Marin for Princess Zelda due to their physical similarities.

As the game progresses, Marin teaches Link his first Ocarina song, "The Ballad of the Wind Fish", not to be confused with the song of the same name in Majora's Mask. At one point, she also follows Link about in order to help wake a sleeping walrus. This part of the game is notable for comical moments such as when the two fall down a well and when she grabs the operator of the trendy game using his mechanical crane. Later, she is kidnapped by monsters and stranded on a broken bridge. Link saves her using his hookshot.

In a secret reward ending, if a player completes the game without losing a life, Marin is granted her wish and becomes a seagull so that she can fly to distant lands and sing to bring joy to others, but only in the original version of the game, or when playing the DX version on an original GameBoy. The DX version carries a slightly different ending, containing a face-portrait of her, followed up by the original secret ending.

Marin and her father Tarin bear a striking physical resemblance to Malon and Talon from Ocarina of Time.

Marin appears in Super Smash Bros. Melee as a Trophy awarded for unlocking every character and level.

Shadow Nightmares

 * Main article: Nightmares

The Wind Fish's nightmares are dreams that corrupt the entirety of Koholint Island. The nightmares appear to Link in a physical form known as DethI (デスアイ) to fight him as the final boss. Dethl fights Link in the form of several of Link's previous enemies such as Ganon and Agahnim before his ultimate defeat at Link's hands.

Madam MeowMeow and BowWow
Madam MeowMeow (マダムニゃンニゃン) is a woman in Mabe Village who owns a dog. The dog BowWow, who is a Chain Chomp found in the Super Mario Bros. series, is kidnapped by the Moblins of the Mysterious Forest, and Link rescues him. Madam MeowMeow lets Link take it for a walk, and BowWow helps Link enter the swamp dungeon, Bottle Grotto, by eating the flowers blocking his entrance.

Mr. Write
Mr. Write (おじさんライト) is a scholar who lives in a house in the northern part of the Mysterious Forest. His appearance is inspired by the similarly-named Dr. Wright, a green-haired computer assistant who would sometimes appear in the SNES version of SimCity and SimCity 64, who in turn is named after SimCity designer Will Wright. His name is also a pun on the phrase "Mr. Right."

He also appeared in Oracle of Seasons (although not named) and The Minish Cap featured a parody of him, Dr. Left.

To add a comedic flair, Mr. Write writes a love letter to an unknown admirer whom he too "loves." She is actually Christine (a goat) from Animal Village and gives Mr. Write a picture of Princess Peach from the notable Mario series. He believes 'Peach' to be his admirer.

The music heard in both Mr. Write's and Christine's houses is Dr. Wright's theme.

Owl
The wise talking owl arrives at certain points in the game to provide hints and backstory. He believes in a prophecy that says Link will wake the Wind Fish. Although he is not provided a name in this game, he would be the inspiration for a similar character, named Kaepora Gaebora, who appears in the next installment of the Zelda series: Ocarina of Time. He explains the nature of the island and the nightmares and directs Link towards his ultimate goal, though Link doesn't realize the reason behind all that until the game's ending. At that point it is revealed that the owl is actually a part of the Wind Fish's spirit and the guardian of his dream world. He vanishes when the Wind Fish "awakens" in the dream.

Richard
Richard (リチゃード) is a prince who lives in a villa filled with frogs in Pothole Field. His appearance is inspired by himself in a Game Boy title only released in Japan, Kaeru no Tame ni Kane wa Naru (translated as For the Frog the Bell Tolls). The music played in his villa is a remixed version of the Japanese title's main theme. "Kaeru" is Japanese for "Frog", which explains the frogs in his house.

As Link approaches the gate of Kanalet Castle in the color version, the Camera Mouse and Richard both come to see him, and the Camera Mouse takes a picture of Link and Richard striking their poses in front of the gate.

In both versions, Richard makes a deal with Link, passing on the Slime Key after Link retrieves Richard's Golden Leaves inside Kanalet Castle.

Tarin
Tarin (タリン) is the father of Marin. He has an uncanny resemblance to Mario and shares his love of mushrooms. At the beginning of the game, Tarin gives Link his (Link's) shield when he wakes up from his state of temporary unconsciousness. He is often seen getting himself into wacky situations on his expeditions into Koholint Island's forests. Throughout the course of the game, a magic mushroom he eats transforms him into a mischievous raccoon (which may be a reference to the Tanooki Suit worn by Mario in Super Mario Bros. 3) who hides important items from Link which he takes after being cured to be a dream, and later on gets stung by bees while poking at their honeycomb with a stick. He can sometimes be found in bed at his house in Mabe Village recuperating from these events shortly after they occur. Near the end of the game you see a scene of him holding yet another mushroom/toadstool, indicating that he certainly does not learn from his (mis)adventures.

A character similar to Tarin appears in Ocarina of Time under the name Talon, who is the father of Malon, a character resembling Tarin's daughter Marin in Link's Awakening.

Ulrira
Ulrira (うるりら) is the oldest resident of Mabe Village. Due to his shy nature, Ulrira can only be contacted from a telephone booth. He seems to know a bit about everything, and Link can get hints to proceed with the game by calling Ulrira from the various telephone booths on Koholint Island. In the DX version, if Link approaches his house window and presses A, the camera mouse will show up to take a picture of Ulrira talking on the phone.


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The Legend of Zelda: Link's Awakening/Characters/Nightmares

The Wind Fish's nightmares, are the primary antagonists of The Legend of Zelda: Link's Awakening, part of the Legend of Zelda series. They are a group of shadows haunting the Wind Fish's dreams. Link, protagonist of the game, was to defeat the nightmares to escape from Koholint Island. Each Nightmare (save for Dethl) held an instrument needed to wake the Wind Fish.

The term "Wind Fish's nightmares" often refers to the collective dungeon bosses that inhabit the game, the end boss is often called the Final Nightmare or Dethl.

Dethl
Whether or not the Final Nightmare is one being or a group of beings is unclear and subject to dispute, but they are all uniform black, save for one or more green-tinted eye(s). The only original being that appears is Dethl, and that is the name that the nightmares (collectively or as a single entity) are often addressed as. Regardless, the Final Nightmare is the end boss of the game and is implied to be responsible for plunging the Wind Fish into an eternal nightmare.

The Final Nightmare represents the most evil and terrifying entities that haunt the dreams of the Windfish. Also, a tap into Link's mind is demonstrated by the Nightmare taking the form of several of Link's previous enemies and a final form which bears the name Dethl. It bears a slight resemblance to Vaati (a reoccurring villain of the series).

Powers and abilities
The nightmares reflect previous enemies: Agahnim, Ganon, Moldorm, Lanmola, as well as a giant blob and Dethl, a creature with long arms and one giant eye. They possess the same powers as the actual beings they reflect: Ganon's Shadow uses a trident and fire, Agahnim's Shadow uses magic, Moldorm's Shadow charges after Link, and Lanmola's Shadow burrows and emerges from the ground. The giant blob just attacks Link, and Dethl spins its long arms around and attacks Link.

Dethl's weak spot is its large eye, which can be effected by arrow shots, or, if the player acquired it, one direct hit from the boomerang item.


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Talk:The Legend of Zelda: Ocarina of Time/The Beginning

Discussion for anything necessary to add for further understanding.


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Stardew Valley/Secret Notes

Secret notes are found by doing various activities throughout Stardew Valley after a certain point in the game, when the Magnifying Glass is obtained by following the footprints in the snow during Winter.

title: Stardew Valley/Secret Notes


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HKDSE Geography/M2b

The coast is a dynamic zone where the interaction of the sea and land processes takes place. It can be divided into several zones. (can be omitted)

 * The shore is the area between the highest and the lowest water level. It can be divided into backshore, foreshore and nearshore.
 * backshore: between highest water level and high tide level
 * foreshore: between high tide level and low tide level
 * nearshore: between low tide level and lowest water level
 * Offshore is the submerged area extending seaward from nearshore.

title: HKDSE Geography/M2b


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Wikibooks:WikiProject OpenRewi - Open Legal Science/Writing

On this page you will find technical guidance to start writing in your chapter in Wikibooks. If you have any questions, feel free to contact your editors at any time.

General remarks
You cannot write your text in Microsoft Word (or other word processors) and then copy it to Wikibooks. Instead, you must use one of the three editing options described below.

Visual editor
The easiest way to write, publish and modify your text in Wikibooks is the visual editor. You can select the visual editor by clicking on "Edit" in the top menu bar of your chapter.

Writing using the visual editor is very similar to writing in Microsoft Word. In the top menu bar you can apply simple formatting (e.g. italic, bold or underlined ), select style sheets (e.g. heading, paragraph), insert lists or tables and cite something. These elements are mostly self-explanatory.

By clicking on "Insert" and then on "Template" in the top menu bar you can select our uniform designs for advanced content and examples.

If you want to insert an example, you have to select the "OpenRewi/Example" template instead of the "OpenRewi/Advanced" template in the third step.

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Source editor
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If you prefer to write your texts offline first (and not immediately in the visual editor, where every intermediate saving also means a publication), we recommend the program Atom. If you want to write your text offline first, you have to use the so called "Wiki-Syntax". This is not difficult and quickly learned (as described in the previous section about the source editor). You can find an overview of the most important commands for OpenRewi in this cheat sheet. Just copy the code and paste it into the Atom editor. You just need to adjust the content for your chapter. Detailed instructions for working in the source editor can be found here.

Embedding interactive exercises
You are welcome to embed links to interactive exercises into your chapter. Among other things, you can create single or multiple choice questions and cloze texts. For this you need to use the H5P framework. How to do this is described below.


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Wikijunior:Visual Math/recognize equal sign

Equality sign Equality sign =


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Proto-Turkic

Table of Contents
Welcome to the Proto-Turkic page! Here we will assist Wikibooks, together with Wiktionary, to consider the content of the reconstructed language, which is supposed to have been spoken between 500 BCE and 100 AD. Such a language was spoken in Mongolia before the Turks' Oghur tribe migrated to the west, somewhere north of the Black Sea! Proto-Turkic language, which we can call a kind of Xiongnu language, is the ancestor of all Turkic languages today.

Classification
Generally Proto-Turkic, known as the ancestor of Common Turkic languages and Proto-Bulgar known as the ancestor of Oghuric languages. There are conflicts about classification. Proto-Turkic, which is mentioned in the aforementioned book, has been more often called Pre-Proto-Turkic by Turcologists.

About

 * 1) /Introduction/
 * 2) /Contributors/

History

 * 1) /History of Proto-Turkic language/

Pronunciation and Alphabet

 * 1) /Alphabet/
 * 2) /Phonology/
 * 3) Vocabulary table

Lessons

 * 1) Lesson one: Pronouns and numbers
 * 2) Lesson two: Basics
 * 3) Lesson three: Locative-ablative case and plurality
 * 4) Lesson four: Past tenses and vowel harmony
 * 5) Lesson five: Vocabulary
 * 6) Lesson six: Genitive, accusative and dative cases
 * 7) Lesson seven: Suffixes used to create new words with new meanings
 * 8) Lesson eight: Verbals
 * 9) Lesson nine: Optatives, necessitatives and questions
 * 10) Lesson ten: Vocabulary 2
 * 11) Lesson eleven: Equative, instrumental and imperatives
 * 12) Lesson twelve: Converbs and sentence formation
 * 13) Final lesson: Abilities, future tense and present continuous

title: Proto-Turkic


text:
Proto-Turkic/Alphabet

Hi! Welcome to the Proto-Turkic alphabet.

Alphabet
Since Proto-Turkic is a configuration language like other proto-languages, it is expressed with Latin letters.

Unlike today's Turkic languages, there are no /z/ and /š/ sounds in Proto-Turkic. Instead, there are palatalized sounds /ŕ/ and /ĺ/ whose later became /z/ and /š/ in Common Turkic, but /r/ and /l/ instead in Oghur languages. The letters ⟨J j⟩, however, are usually used over ⟨Y y⟩.

Carons
Carons on the letter ⟨č⟩ is pronounced /tʃ/ as in charge.

Macrons
Vowel letters with lines on them give the same sound as letters without, but are pronounced long.

Dots
Dots below on the letters ⟨ạ⟩ and ⟨ẹ⟩ represents a schwa /ə/ and a closed /e/, respectively.

Breves
The usage of breves on the letters ⟨ă⟩ and ⟨ĕ⟩ is unclear.

Next Lesson: Phonology

title: Proto-Turkic/Alphabet


text:
Skaneateles Conservation Area/Invasive species/Robinia

Robinia pseudoacacia (black locust)
Of the four currently accepted locust (Robinia) species, all are native to North America but none are considered to be native north of Pennsylvania. The locust species that are most likely to be found in the wild in Onondaga County are:

 * Robinia pseudoacacia (black locust), a potentially large tree, which is considered very highly invasive and is common at the SCA;
 * Robinia hispida (brislty locust), which could be somewhat invasive but has not been reported as naturalized in Onondaga County;
 * Robinia viscosa (clammy locust), a shrub or small tree, which is present in the county, but not listed as invasive.

Black locust is native to the lower slopes of the Appalachian Mountains the southeastern United states, with outlying native populations along the slopes and forest edges of southern Illinois, Indiana, and Missouri.

Invasiveness ranking for Robinia pseudoacacia (black locust)
The 2009 invasiveness ranking score was 73/90 = 81.11% (Very High).

Regulated by New York State law.

1. Ecological impact
1.1. Major, possibly irreversible, alteration or disruption of ecosystem processes (10/10)

 * Black locust is a nitrogen-fixing species and can facilitate the invasion of other non-native plants by increasing nitrogen in the soil.

 * Elevated soil ammonium levels have been found to continue for many years after the locust trees are removed.

 * Areas where black locust has been removed (usually with black cherry in the overstory) continue to have higher non-native species richness than native pine-oak stands in the same area.

 * Where black locust has shaded out the ground layer vegetation, fire regimes may have been altered.

1.2. Major alteration of natural community structure (10/10)

 * Shade and soil chemistry changes caused by dense stands of black locust can both increase non-native plant density and decrease native plant density below.

 * In grasslands, black locust can create a dense new tree layer, shading out most of the vegetation below it.

1.3. Major alteration of natural community composition (10/10)

 * Stands of black locust have been shown to reduce native plants through shading and soil chemistry alterations.

1.4. Unknown impact on other species or species groups (U)

 * Studies in other parts of the country have shown decreased in insect communities, but no studies in NY as of 2009.

 * Native species exclusion has been documented in the Northeast.

4. Difficulty of control
4.1. Seeds or vegetative propagules remain viable in soil for at least 1 to 10 years (2/3)

 * Seeds viable for over one year in soil but no evidence for viability over ten years.

4.2. Regrowth from extensive underground system (2/3)

 * Regrowth through ground level meristem and root suckering.

4.3. Management requires a major investment (4/4)

 * Removal of large trees requires major investment in time

 * Plant "killed" by herbicide can continue to resprout several years after treatments.


text:
User:Alextejthompson/Todo

Books to copyedit

 * Category:Pages needing attention
 * Research_on_Tibetan_Languages:_A_Bibliography (long)

title: User:Alextejthompson/Todo


text:
User:Orianazabell

Hi, I am Oriana Zabell a cloud engineer with over 3 years of experience in desktop, online Quickbooks support and troubleshooting. Currently working as a cloud hosting consultant with Asquare Cloud Hosting located in the USA. Here we provide instant guidance to resolve any issues related to cloud hosting for any accounting software eg QuickBooks and sage hosting over call and remote to grow your business.

title: User:Orianazabell


text:
User:Srich32977

I've done some editing for a few years on Wikipedia. My gnomish quest brought me here to remove Questia.com links. (Gale has pulled the plug on Questia. So I am clearing the decks.) Srich32977 (discuss • contribs) 22:56, 21 July 2021 (UTC)

title: User:Srich32977


text:
Quantum Chemistry

Topics covered

 * 1) Classical mechanics
 * 2) Electromagnetic radiation
 * 3) Schrödinger wave equation
 * 4) Particle in a 1D Box
 * 5) Particle in 2D and 3D Boxes
 * 6) Rigid Rotator
 * 7) Harmonic Oscillators
 * 8) Hydrogen Atom

Example Problems

 * /Example 1/
 * /Example 2/
 * /Example 3/
 * /Example 4/
 * /Example 5/
 * /Example 6/
 * /Example 7/
 * /Example 8/
 * /Example 9/
 * /Example 10/
 * /Example 11/
 * /Example 12/
 * /Example 13/
 * /Example 14/
 * /Example 15/
 * /Example 16/
 * /Example 17/
 * /Example 18/
 * /Example 19/
 * /Example 20/
 * /Example 21/
 * /Example 22/
 * /Example 23/
 * /Example 24/
 * /Example 25/
 * /Example 26/
 * /Example 27/
 * /Example 28/
 * /Example 29/
 * /Example 30/
 * /Example 31/
 * /Example 32/
 * /Example 33/

title: Quantum Chemistry


text:
Traditional Abacus and Bead Arithmetic/Division/Division by powers of two

Introduction
A fraction whose denominator only contains 2 and 5 as divisors has a finite decimal representation. This allows an easy division by powers of two or five if we have the fractions $$1/n,2/n,\cdots 9/n$$ tabulated (or memorized) where $$n$$ is one of such powers of two or five.

For instance, given

Then

Which can easily be done on the abacus by working from right to left. For each digit of the numerator:
 * 1) Clear the digit
 * 2) Add the fraction corresponding to the working digit to the abacus starting with the column it occupied

We only need to have the corresponding fractions tabulated or memorized, as in the table below.

Powers of two
In the past, both in China and in Japan, monetary and measurement units were used that were related by a factor of 16 , a factor that begins with one which makes normal division uncomfortable. For this reason, it was popular to use the method presented here for such divisions.

Table of fractions
Unit rod left displacement.

Examples of use
"+" indicates the unit rod position.

Division by 2 in situ
The fractions for divisor 2 are easily memorizable and this method corresponds to the division by two "in situ" or "in place" explained by Siqueira as an aid to obtaining square roots by the half-remainder method (半九九法, hankukuho in Japanese, Bàn jiǔjiǔ fǎ in Chinese, see Chapter: Square root), it is certainly a very effective and fast method of dividing by two. Fractions for other denominators are harder to memorize.

Being a particular case of what was explained in the introduction above, to divide in situ a number by two we proceed digit by digit from right to left by:
 * 1) clearing the digit
 * 2) adding its half starting with the column it occupied

For instance, 123456789/2:

The unit rod does not change in this division.


text:
Traditional Abacus and Bead Arithmetic/Division/Learning the division table

Memorization of the division table.
The division table contains 45 rules, including the 9 diagonal elements for multi-digit divisors.

The same number of independent elements that we find in the multiplication table (given the commutativity of this operation) whose memorization was one of the feats of our childhood in school. Memorizing the division table is therefore a similar task to learning the multiplication table.

These rules:
 * From an operational point of view, these rules should be read or interpreted slightly differently depending on whether we use the traditional (TDA) or the modern (MDA) division arrangement.
 * when using MDA, the rule a/b>q+r must be read: “write q as interim quotient digit to the left, clear a and add r to the right”
 * When using TDA, the rule a/b>q+r must be read: “change a into q as interim quotient digit and add r to the right”
 * From a theoretical point of view, each rule expresses the result of a Euclidean division: $(10\times a)/b=q,r$ ($$q$$: quotient, $$r$$: remainder, $$a,b$$ digits from 1 to 9) or, equivalently $10a=q\cdot b+r$

If we think about this last point, in fact there is no need to memorize the division rules since we can obtain them in situ, when we need them, by a simple mental process. But then we would be making a mental effort similar to that required with the modern method of division and we would be moving away from the philosophy of the traditional method. There is no doubt, the efficiency and goodness of the traditional method is only achieved by memorizing the rules and we should only resort to the aforementioned mental process during the learning phase, when some rule resists coming to memory.

Fortunately, a series of patterns that appear in the division table come to our aid making it easier for us to learn it, leaving only 14 hard rules out of a total of 45.

Easy rules
In the chapter: Guide to traditional division (帰 除法) we already mentioned that the division rules by 9, 5 and 2, as well as the diagonal rules, have a particularly simple structure that allows almost immediate memorization.

For this reason, the examples presented in that chapter only made use of divisors starting with 2,5 and 9. If you practice several examples with such divisors, it will not be difficult for you to memorize these 22 rules (almost half of the total!); which is a drastic reduction in the work to be done and not the only one.

Division by 8
Of the remaining rules, the division by 8 series is the longest but not the most difficult, since it has an internal structure:

Leaving aside 4/8>5+0 (think of this as 8x5 = 40), the two sub-series 1, 2, 3 and 5, 6, 7 have the same remainders and the quotients are as simple as 1, 2, 3 and 6, 7, 8; so, without a doubt, this will not be the series that will be the most difficult for you to learn.

Subdiagonal rules
Finally, as a last resort for learning, note the following series of terms adjacent to the diagonal of the table.

There are really only two new rules here, but grasping the structure of the table above will also help you memorize the rules for divisors 5, 8, and 9.

Hard rules
In summary, of the 45 rules included in the division table, 31 fall within one of the previous patterns (grayed)

and we are left with only 14 "hard" rules to memorize with no other help. This is no longer a huge job. Cheer up and don't give up! with some effort and practice, the greatest of the arcane mysteries of Traditional Bead Arithmetic will be yours!

The combined multiplication-division table
What follows is a simple historical note with little or no practical relevance.

The multiplication table in the English language contains all the 81 two-digit products in any order; that is, it includes both 8x9 = 72 and 9x8 = 72, which is unnecessary given the commutativity of the multiplication. On the contrary, in Chinese it only contained one of the terms of these pairs 8x9 = 72; always with the first factor less than or equal to the second. On the other hand, the division rules were enunciated by giving first the divisor that is always greater than the dividend, with the exception of the rules that we have called diagonals in which it is equal. This allows a combined multiplication-division table to be conceived that covers the entire "space" of pairs of digits as operands:

Where we have altered the writing of our division rules to adapt them to the order of arguments used in Chinese. To highlight this fact we have replaced "/" by "\", so that the division rules as they appear in the above table must be interpreted in the form: Read a\b c+d:  as: a divide into b0 c times leaving d as remainder.

The combined table has 81 elements or rules, to which we must add the diagonal rules

and the rules for revising down given in the previous chapter.

that were studied separately. This adds up to a total of 99 rules to which we can add the approximately 50 addition and subtraction rules. The traditional learning of the abacus consisted fundamentally of the memorization and practice of these 150 rules.

Statistical rules
What follows is a matter that arises from practice, not from any book in the past. The diagonal rules for divisors 1 and 2

are excessive in the sense that we are often forced to revise up the divisor several times. In practice the following two statistical rules (to give them a name) behave better allowing a faster calculation.

Please try them sometime during your practice!


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Wikibooks:WikiProject OpenRewi - Open Legal Science/Styleguide

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text:
Israel and the Palestinian Territories/History: Syria Palaestina

The time subsequent to Bar Kochba was followed by an intense anti-Jewish campaign, in which Judaism was practically banned. Some of the laws were relaxed, but situation remained dire for Jews. Nevertheless, Jewish religious activities gradually returned to normalcy in Galilee. During the time Rabbinical Judaism continued to develop as the Rabbis discussed problems faced by Jews amidst Roman suppression. Samaritans settled among Jews, causing some frictions.

During Severan Dynasty, situation improved somewhat for Jews, due to Jewish support for Septimus Severus. Judah the Prince, or Yehuda ha-Nasi, had an amiable relationship with the Roman Emperor at the time, and received significant authority. Several towns in the region were given rights of Roman cities, while Aliyah resumed. After his death, the Nasi position and position of the head of the Sanhedrin were separated.

Jews were affected by the crises of the Third Century, even though they were not targeted by the Decian persecution as the Christians were. During the time of the independent Palmyrene Empire, Queen Zenobia held an amicable relationship to Jews.

Under Diocletian, the region now part of either Israel or PA was divided into three provinces: Palaestina Prima, Palaestina Secunda and Palaestina Salutaris. Under Constantine the Great, Christianity became the prestige religion, and the bishop of Jerusalem received special honour(and would become a Patriarchate in 451). The rise of Christianity caused a mass flow of Christians into the region, as the holiest places in Christianity were often in Galilee, reducing Jews to a minority in the region. The conflict between Christians and Jews caused a Jewish revolt in 351, but the revolt was suppressed later. A permanent garrison was established there after the revolt.

At the time, amidst the increasing suppression of the Sanhedrin activities, Hillel II, the Nasi at the time, enacted a fixed calendar system that’s still used by Jews today.

Julian the Apostate, who tried to revive Helleno-Roman classical culture, tried to help Jews to build the Holy Temple, but the plan failed with the assassination of Emperor Julian.

After that, attacks against Jews intensified. While Judaism was not outright banned, Jewish activities were increasingly restricted. The position of Nasi itself was suppressed in 429 CE. Shortly earlier, the Jerusalem Talmud, which is a misnomer since it was actually compiled in Galilee, was finalized.

Several Samaritan revolts broke out during late 5th Century due to increasing persecution of Samaritanism by the imperial authorities. The revolts were brutally suppressed by the Empire and its Ghassanid Arab foederati, and Samaritanism was outlawed, driving the community almost to extinction, but the community nevertheless survived.

During the time the controversy over whether the Christ had two natures broke out. Juvenal, the bishop and later Patriarch of Jerusalem, supported the results of the Council of Chalcedon, and when he returned to Jerusalem, Miaphysites, or those who believed that the Christ’s two natures had unified into one nature, drove him from the throne, and he was only re-installed with imperial troops. After the event, however, Jerusalem didn’t split into two Patriarchates like Antioch and Alexandria(although a Syriac Miaphysite bishop remained in Jerusalem), and Chalcedonianism remained strong in the region with full imperial backing. Amidst quibbling among Christians, Jewish life in Palaestina I, II and III Salutaris somewhat recovered.

Things went peaceful and prosperous for Christians in the region for a while following the suppression of the Samaritan revolt, while situation grew worse for Jews under Justinian, with many new laws enacted to crack down on certain Jewish activities. A church was built to overpower the Temple Mount, while the original menorah of the Holy Temple was returned to Jerusalem after the destruction of the Vandals by Justinian.


text:
User:Cngimenez/Collections/Japanese

Japanese

 * Japanese/Cover
 * Japanese

 * Introduction
 * Japanese/Introduction/About
 * Japanese/Study methods
 * Japanese/Contributor's Guide
 * Japanese/Introduction

 * Lesson plans
 * Japanese/Practical Lessons

 * Reading and writing
 * Japanese/Japanese writing system
 * Japanese/Kana
 * Japanese/Kana chart
 * Japanese/Kanji
 * Japanese/Reader
 * Japanese/Transcribing English to Japanese

 * Grammar
 * Japanese/Grammar/Nouns
 * Japanese/Grammar/Verbs
 * Japanese/Grammar/Adjectives
 * Japanese/Grammar/Pro-forms
 * Japanese/Lessons/Telling time
 * Japanese/Grammar/Basic Particles
 * Japanese/Grammar/Sentence ending particles
 * Japanese/Lessons/Giving and Receiving
 * Japanese/Grammar/Comparisons
 * Japanese/Lessons/Simultaneous action
 * Japanese/Grammar/Transitivity
 * Japanese/Verb conjugation table
 * Japanese/Contents

 * Vocabulary
 * Japanese/Vocabulary/Academic subjects
 * Japanese/Vocabulary/Animals
 * Japanese/Vocabulary/Banking
 * Japanese/Vocabulary/Body parts
 * Japanese/Vocabulary/Colors
 * Japanese/Vocabulary/Computing
 * Japanese/Vocabulary/Clothes and accessories
 * Japanese/Vocabulary/Countries, languages and nationalities
 * Japanese/Vocabulary/Direction
 * Japanese/Vocabulary/Family and people
 * Japanese/Vocabulary/Food and drink
 * Japanese/Vocabulary/Health
 * Japanese/Vocabulary/Numbers
 * Japanese/Vocabulary/Time
 * Japanese/Vocabulary/Dates
 * Japanese/Vocabulary/Weather and seasons
 * Japanese/Vocabulary

 * Linguistics
 * Japanese/Pronunciation
 * Japanese/Pitch accent
 * Japanese/Dialects
 * Japanese/Grammar

title: User:Cngimenez/Collections/Japanese


text:
Wikibooks:Collections/Japanese

Japanese

 * Japanese/Cover
 * Japanese

 * Introduction
 * Japanese/Introduction/About
 * Japanese/Study methods
 * Japanese/Contributor's Guide
 * Japanese/Introduction

 * Lesson plans
 * Japanese/Practical Lessons

 * Reading and writing
 * Japanese/Japanese writing system
 * Japanese/Kana
 * Japanese/Kana chart
 * Japanese/Kanji
 * Japanese/Reader
 * Japanese/Transcribing English to Japanese

 * Grammar
 * Japanese/Grammar/Nouns
 * Japanese/Grammar/Verbs
 * Japanese/Grammar/Adjectives
 * Japanese/Grammar/Pro-forms
 * Japanese/Lessons/Telling time
 * Japanese/Grammar/Basic Particles
 * Japanese/Grammar/Sentence ending particles
 * Japanese/Lessons/Giving and Receiving
 * Japanese/Grammar/Comparisons
 * Japanese/Lessons/Simultaneous action
 * Japanese/Grammar/Transitivity
 * Japanese/Verb conjugation table
 * Japanese/Contents

 * Vocabulary
 * Japanese/Vocabulary/Academic subjects
 * Japanese/Vocabulary/Animals
 * Japanese/Vocabulary/Banking
 * Japanese/Vocabulary/Body parts
 * Japanese/Vocabulary/Colors
 * Japanese/Vocabulary/Computing
 * Japanese/Vocabulary/Clothes and accessories
 * Japanese/Vocabulary/Countries, languages and nationalities
 * Japanese/Vocabulary/Direction
 * Japanese/Vocabulary/Family and people
 * Japanese/Vocabulary/Food and drink
 * Japanese/Vocabulary/Health
 * Japanese/Vocabulary/Numbers
 * Japanese/Vocabulary/Time
 * Japanese/Vocabulary/Dates
 * Japanese/Vocabulary/Weather and seasons
 * Japanese/Vocabulary

 * Linguistics
 * Japanese/Pronunciation
 * Japanese/Pitch accent
 * Japanese/Dialects
 * Japanese/Grammar

title: Wikibooks:Collections/Japanese


text:
Fractals/Rational/herman

Herman ring

=Images= =Videos=
 * commons Category:Herman_rings
 * by Valannorton

=References=
 * On the formulas of meromorphic functions with periodic Herman rings by Fei Yang 2021

title: Fractals/Rational/herman


text: Japanese/Print version

title: Japanese/Print version