Armos

Armos (alternately pluralized Armoses ) are statue enemies that can come to life and move. They are commonly found among identical lifeless statues, which can often be pushed. In most fixed-camera games, they will often either run randomly or go after Link incessantly after being activated, while in most free-camera games, they will return to their point of origin and go dormant again after a while.

The Legend of Zelda
In The Legend of Zelda, Armos are stout knights that disguise among similar-looking statues. If Link touches a statue that is really an Armos, it will come to life, vibrate, and then start running around the screen. They are orange while awoke, carry spears and shields, and appear to have a single large eye. If Link attempts to push one from the north, he will automatically be damaged.

The Legend of Zelda: A Link to the Past
In The Legend of Zelda: A Link to the Past, Armos (also referred to as Armos Knights ) are found around the outside of the Eastern Palace. They initially appear gray, but when awoken, they turn golden. They now have large horns and two eye holes in their armor. Even while moving, their bodies themselves make no movements; instead, they simply hop after Link, always facing the screen. A group of giant Armos Knights can be found as a boss.

The Legend of Zelda: Link's Awakening
In The Legend of Zelda: Link's Awakening, Armos (referred to as Armos Statues ) are found around the Southern Face Shrine, where they look and act like they do in the first game. However, the sword merely bats them away, with them being vulnerable to arrows. Link can also push dormant ones away using his shield. An Armos Knight is inside the shrine. Armos Statues also appear on the file select of all two-dimensional versions. In Link's Awakening DX, most are a dark gray, while the ones around Southern Face Shrine are a dull beige.

The Legend of Zelda: Ocarina of Time
In The Legend of Zelda: Ocarina of Time, Armos are first found in Dodongo's Cavern. They appear as horned pedestal-like statues with the Goron symbol on the front while lifeless. When they come to life, they will roar and slowly hop after Link, while they gain detailed, somewhat gorilla-like faces. Eventually, they will attempt to return to their initial spot and go dormant again; while doing so, they are immune to being stunned. They are immune to attacks with the Kokiri Sword unless stunned with a Deku Nut or the Boomerang. When they are defeated, they will flash red and start spinning and hopping randomly before exploding. In large groups, this explosion can trigger or destroy other nearby Armos, which can most noticeably be seen in the Master Quest version. One puzzle in the Spirit Temple involves luring an Armos onto a blue switch in order to briefly open a door.

Non-living statues of the same design are found in the same locations, and can be pushed around onto blue switches. In some cases when intermixed with normal Armos, leaving the room and returning after the Armos are defeated will cause the normal statues to also have disappeared.

The Legend of Zelda: Majora's Mask
In The Legend of Zelda: Majora's Mask, Armos look and act the same as in Ocarina of Time, though they are noticeably larger, likely to be more on the scale of Goron Link, who can defeat them by punching them. Six of them are in the game, all found in and around a lava pit in the Stone Tower Temple. The inverted version of the temple has a floating type called Death Armos in a nearby room.

The Legend of Zelda: Oracle of Seasons/Ages
In The Legend of Zelda: Oracle of Seasons and The Legend of Zelda: Oracle of Ages, Armos (also referred to as Armos Statues ) look and act like they do in Link's Awakening, but have varying colors depending on location, such as red and deep blue. Some perpetually-dormant ones can be pushed into water in certain places to solve puzzles. In the Ancient Ruins, they often come to life in groups, while in the Sword & Shield Maze, one blocks a path and does not move unless Link is silent around it long enough while an onslaught of enemies surrounds him. This location and a few others also feature a ghostly apparition of an Armos appear to show Link the path to take across certain open rooms to solve a puzzle. A similar boss called the Armos Warrior appears in the latter game.

The Legend of Zelda: Four Swords
In The Legend of Zelda: Four Swords, Armos appear as more detailed versions of their design from the first game. They are now a clay brown color, and are capable of moving their heads all the way around. They move very slow, but are quite large and take a lot of damage.

The Legend of Zelda: The Wind Waker
In The Legend of Zelda: The Wind Waker, Armos are introduced midway through the Tower of the Gods, though their inanimate counterparts appear much earlier in the stage. They no longer look humanoid beyond having arms, which are positioned in ways resembling those of typical depictions of figures. They have a ring of spikes around their undersides while active, and their weak spot is a gem on their backs. To reach it easily, Link can shoot an arrow into the prominent eye on their fronts to immobilize them, and if an Armos is close enough behind another, a single arrow can stun them both. Like previous 3D games, defeating them causes them to hop and spin before exploding, though they now do so in a straight line to where Link is standing when they begin. Nonliving Armos in this game can be held instead of pushed.

The Legend of Zelda: Four Swords Adventures
In The Legend of Zelda: Four Swords Adventures, Armos resemble their A Link to the Past appearance, but are red, more square, and have a single yellow eye. When they are defeated, they let out an evil laugh.

The Legend of Zelda: The Minish Cap
In The Legend of Zelda: The Minish Cap, Armos are found around the Wind Ruins. They were created by the Minish to act as guards to the Wind Tribe. They resemble their Four Swords design, but have a small staircase on the front of their shields. They are commonly found blocking roads while lifeless, so Link must become Minish-sized to climb the staircase and enter them, allowing him to switch them on, thus causing them to move. A specific one is found on, and as soon as Link draws near, it dashes forwards to block another road before staying still there. For this one, Link must instead switch it off.

The Legend of Zelda: Twilight Princess
In The Legend of Zelda: Twilight Princess, Armos are found in the Temple of Time. They are black, and gain cyan lines while awake. They somewhat resemble statues, but have large teeth and axes they can chop with. They act mostly like the ones in Ocarina of Time, aside from the ax-chopping. They have a jewel on their backs, and when it is destroyed, they will bounce and spin crazily while chopping, before eventually exploding.

The Legend of Zelda: Phantom Hourglass
In The Legend of Zelda: Phantom Hourglass, Armos have a combination of attributes of both Armos and Armos Knights' designs in The Wind Waker. They first appear in the Goron Temple and can be defeated with a bomb. Nonliving Armos can be pushed like blocks to press switches. They are quite large, move fairly fast, and have a wide range, but once they reach the edge of their range they will simply hop in place. In some cases, they will light up and extend their spikes when Link approaches, but not start moving until he gets even closer. Unlike most games, defeating them does not lead them to explode, but turn into an inanimate Armos for use in puzzles. They cannot push buttons while moving.

The Legend of Zelda: Spirit Tracks
In The Legend of Zelda: Spirit Tracks, Armos are found in the Tower of Spirits, where they are commonly ridden by Miniblins as Mounted Miniblins and cannot be defeated with bombs. They are defeated through defeating the Miniblin controlling them, but can also be destroyed if Zelda uses a Wrecker Phantom. Large clumps of nonliving Armos statues can also be found, and can also be destroyed with the Wrecker Phantom.

The Legend of Zelda: Skyward Sword
In The Legend of Zelda: Skyward Sword, Armos are found in the Lanayru Mining Facility and Pirate Stronghold. In the current time, they are simply broken machinery, but when a nearby Timeshift Stone is activated, they are restored. They appear as two-faced statues resembling both moais and s. They have a fan on top, which can be used with the Gust Bellows to slowly open their mouths, showing the crystal in each side. One side has a crystal that can be destroyed by any sword technique, though the other requires a thrust. When both crystals on an Armos are destroyed, it hops around crazily before exploding.

The Legend of Zelda: A Link Between Worlds
In The Legend of Zelda: Link Between Worlds, Armos appear as they do in A Link to the Past, but are somewhat slower at hopping. They still always face the screen. Aside from outside the Eastern Palace, they also appear within it and in Hyrule Castle, with a group also being the main mid-boss of the former. Lorule's equivalent to them is the gargoyle-like Gimos, which has several variations of its own.

Link: The Faces of Evil
In Link: The Faces of Evil, Armos are created by Militron when he "hardens [ Koridians ] with fire." They act the same as most other enemies, simply charging in endless amounts.

Zelda: The Wand of Gamelon
In Zelda: The Wand of Gamelon, Armos work for Ironknuckle. Two of them watch Zelda destroy him, and quickly decide to flee upon realizing he is dead.

BS Zelda no Densetsu
In BS Zelda no Densetsu, Armos appear lifeless in the same locations as they do in the original game. Eventually, they start coming to life, with an old man claiming to be responsible.

BS Zelda no Densetsu Inishie no Sekiban
In BS Zelda no Densetsu Inishie no Sekiban, Armos appear as they do in A Link to the Past, appearing outside the Eastern Palace.

Cadence of Hyrule: Crypt of the NecroDancer featuring the Legend of Zelda
In Cadence of Hyrule: Crypt of the NecroDancer featuring the Legend of Zelda, Armos appear as enemies and are shaped like one-eyed stag beetles. Dormant Armos are beige, and active ones are gold. Armos have multiple behaviors in this game, with some peeking their eye open as the player character approaches and beginning to move when they get close, and others waiting to be attacked before awakening. Their array of behaviors are inspired by the Gargoyle enemies in the original . A specific puzzle involves leading an Armos that mirror's the player character's movement through a maze. Music-themed versions of Armos Knights, called Bass Guitarmos Knights, appear as a boss.