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	<updated>2026-04-28T16:16:16Z</updated>
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	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Scrubs&amp;diff=1965</id>
		<title>Scrubs</title>
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		<updated>2021-05-11T20:07:53Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Death Mountain Crater: 4 Business Scrubs */ Hammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Originally written by Shadeslayer55, later overhauled by ETR_BTF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a comprehensive list of all the Business Scrubs in the game. All locations are named as they are in the spoiler log and are accompanied by pictures and item requirements. The purpose of this page is to aid players in finding all the Business Scrubs spread throughout Hyrule.&lt;br /&gt;
&lt;br /&gt;
All weapons can be used to stun the Business Scrubs, including swords and Deku Sicks. A well-timed and well-spaced jump slash will do the trick. Shields will reflect nuts, with the exception of Hylian Shield as child and Mirror Shield as adult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:400px; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Other quick reference pages:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[Bugs_and_fish | Bugs and Fish]]&lt;br /&gt;
*[[Cows]]&lt;br /&gt;
*[[Grottos]]&lt;br /&gt;
*[[Major Items]]&lt;br /&gt;
*[[Vanilla_Dungeon_Requirements | Dungeon Requirements]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Lost Woods: 5 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LW Deku Scrub Near Bridge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: None. Child only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Note&#039;&#039;: The item that is sold by this Business Scrub is &#039;&#039;&#039;always shuffled&#039;&#039;&#039; even with scrubsanity off. The &#039;&#039;&#039;default price&#039;&#039;&#039; is 40 rupees.&lt;br /&gt;
&lt;br /&gt;
[[File:lwbridge.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LW Deku Scrub Near Deku Theater Left/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: None. Child only.&lt;br /&gt;
&lt;br /&gt;
[[File:lwdekutheater2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LW Deku Scrub Grotto Front/Rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Explosives or Hammer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Note&#039;&#039;: The item that is sold by the front Business Scrub is &#039;&#039;&#039;always shuffled&#039;&#039;&#039; even with scrubsanity off. The &#039;&#039;&#039;default price&#039;&#039;&#039; is 40 rupees.&lt;br /&gt;
&lt;br /&gt;
[[File:lwnearsfm.png|560x315px]][[File:twoscrubsleft.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Sacred Forest Meadow: 2 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SFM Deku Scrub Grotto Front/Rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Ocarina + Song of Storms, and a way into the upper area of Sacred Forest Meadow (a way to kill a Wolfos as child, Minuet of Forest, Saria&#039;s Song, or performing the trick &amp;quot;Backflip over Mido as Adult&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[[File:sfmscrubs.png|560x315px]][[File:twoscrubsright.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyrule Field: 1 Business Scrub ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HF Deku Scrub Grotto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Explosives or Hammer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Note&#039;&#039;: The item that is sold by this Business Scrub is &#039;&#039;&#039;always shuffled&#039;&#039;&#039; even with scrubsanity off. The &#039;&#039;&#039;default price&#039;&#039;&#039; is 10 rupees.&lt;br /&gt;
&lt;br /&gt;
[[File:hfinsidefence.png|560x315px]][[File:onescrub.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Lon Lon Ranch: 3 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LLR Deku Scrub Grotto Left/Center/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: None. Child only.&lt;br /&gt;
&lt;br /&gt;
[[File:llropen.png|560x315px]][[File:threescrubs.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Goron City: 3 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GC Deku Scrub Grotto Left/Center/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Adult only. Goron Tunic + Hookshot, or Ocarina + Song of Time, or Nayru&#039;s Love + Hookshot. If one-hit KO or 4x damage is on, then the glitchless logical requirements are either Ocarina + Song of Time + Goron Tunic/Longshot/Nayru&#039;s Love, or Nayru&#039;s Love + Hookshot.&lt;br /&gt;
&lt;br /&gt;
[[File:gcscrubs.png|560x315px]][[File:threescrubs.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Death Mountain Crater: 4 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMC Deku Scrub&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: A way into the upper section of DMC. Outside of Entrance Randomizer this will require explosives or Hammer (the boulders in Death Mountain Trail are permanently removed for both ages when smashed).&lt;br /&gt;
&lt;br /&gt;
[[File:dmcchild.png|560x315px]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMC Deku Scrub Grotto Left/Center/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:dmchammr.png|560x315px]][[File:threescrubs.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Zora&#039;s River: 2 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZR Deku Scrub Grotto Front/Rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Ocarina + Song of Storms.&lt;br /&gt;
&lt;br /&gt;
[[File:zrstorms.png|560x315px]][[File:twoscrubsright.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Lake Hylia: 3 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LH Deku Scrub Grotto Left/Center/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
[[File:lhopen.png|560x315px]][[File:threescrubs.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Gerudo Valley: 2 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GV Deku Scrub Grotto Front/Rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Ocarina + Song of Storms. Adult only.&lt;br /&gt;
&lt;br /&gt;
[[File:gvstorms.png|560x315px]][[File:twoscrubsright.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Desert Colossus: 2 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus Deku Scrub Grotto Front/Rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Silver/Gold Gauntlets.&lt;br /&gt;
&lt;br /&gt;
[[File:colossusscrubs.png|560x315px]][[File:twoscrubsright.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern: 4 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodongos Cavern Deku Scrub Side Room Near Dodongos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Goron Bracelet/Silver Gauntlets/Golden Gauntlets, Explosives, or Hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:dclizalfos.png|560x315px]][[File:dclizalfos2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodongos Cavern Deku Scrub Lobby&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Goron Bracelet/Silver Gauntlets/Golden Gauntlets, Explosives, or Hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:dclobby.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodongos Cavern Deku Scrub Near Bomb Bag Left/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Explosives or Hammer. &lt;br /&gt;
&lt;br /&gt;
[[File:dcbombs.png|560x315px]][[File:dcbombs2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu Jabu&#039;s Belly: 1 Business Scrub ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jabu Jabus Belly Deku Scrub&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Slingshot, Boomerang, Bow, Hookshot, or Explosives. As adult you will also need either a Scale, Iron Boots or perform the trick &amp;quot;Jabu Scrub as Adult with Jump Dive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:jabu.png|560x315px]][[File:jabu2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Ganon&#039;s Castle: 4 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganons Castle Deku Scrub Left/Center-Left/Center-Right/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: None. Adult only.&lt;br /&gt;
&lt;br /&gt;
[[File:ganon.png|560x315px]][[File:ganon2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Deku Tree MQ: 1 Business Scrub ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deku Tree MQ Deku Scrub&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: As child you will need a Slingshot and either Deku Sticks or a source of fire. Alternatively you can perform the trick &amp;quot;Deku Tree Basement without Slingshot&amp;quot; to skip the previous item requirements as child. As adult you need no additional items.&lt;br /&gt;
&lt;br /&gt;
[[File:mqdeku.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern MQ: 4 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodongos Cavern MQ Deku Scrub Lobby Front/Rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Goron Bracelet/Silver Gauntlets/Golden Gauntlets, Explosives, or Hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:mqdclobby.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodongos Cavern MQ Deku Scrub Side Room Near Lower Lizalfos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Goron Bracelet/Silver Gauntlets/Golden Gauntlets, Explosives, or Hammer. If you don&#039;t have Explosives then the requirements for child Link will be more complex. You can either take the short path and perform the trick &amp;quot;Dodongo&#039;s Cavern MQ Early Bomb Bag Area as Child&amp;quot;, or you can take the long path which requires either Deku Sticks or a source of fire. Both paths also require the ability to defeat Lizalfos.&lt;br /&gt;
&lt;br /&gt;
[[File:mqdclizalfos.png|560x315px]][[File:mqdclizalfos2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodongos Cavern MQ Deku Scrub Staircase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: Goron Bracelet/Silver Gauntlets/Golden Gauntlets, Explosives, or Hammer. &lt;br /&gt;
&lt;br /&gt;
[[File:mqdcstairs.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Ganon&#039;s Castle MQ: 5 Business Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganons Castle MQ Deku Scrub Left/Center-Left/Center/Center-Right/Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required items&#039;&#039;: None. Adult only.&lt;br /&gt;
&lt;br /&gt;
[[File:ganon.png|560x315px]][[File:mqganon2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Chart: ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;|&lt;br /&gt;
&#039;&#039;&#039;Region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;|&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;|&lt;br /&gt;
&#039;&#039;&#039;Vanilla Items (Left to right)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;|&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Right after the first Lizalfo fight, there is a bomb/hammer wall&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Sticks&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
You can skip the lizalfo fight by going in reverse as adult&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Near the bomb bag chest, there is a bomb/hammer wall&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Seeds, Nuts&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
You can just climb up here as both adult and child, you do not need to go around the slingshot fire thing area&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Left side, right as you enter DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Deku Shield&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Jabu&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Behind the elevator near the octorok&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
You do not need the scale as child, but you do as adult. You can however jump from the elevator while it is high up and make it without diving at all&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
GC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Invisible wall underneath the bridge, between the forest trial and the spirit trial&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Green Potion, Bombs, Arrows, Red Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
HF&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Bombable grotto near the lake, in between the fences&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Piece of Heart*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Randomized in non scrub sanity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
ZR&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Song of storms grotto in the center of the rocks near field entrance&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
SFM&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Song of Storms Grotto, bottom right of forest temple entry area&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Who would even check this…&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LH&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Under gravestone in lake, between bridges&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
If you’re Child, talk to Kaepora (The Owl) so he flies away, then move the gravestone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LW&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
In the area with the forest stage grotto&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Sticks&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LW&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Grotto underneath rock in lost woods&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Nut Upgrade&#039;&#039;&#039;*, Arrows&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LW&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
From forest, go left into skull kid area, then left again, all the way in the back&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Stick Upgrade*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only, randomized in non scrub sanity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Desert&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Under silver rock near desert warp pad&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DMC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Hammer rock near goron city entrance&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DMC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Past the jump that separates upper DMC and lower DMC, near the ladder&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only, See pic, kinda hard to find&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Goron City&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Past the random lava room goron city&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Adult Only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Lon Lon Ranch&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
South East of the ranch&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Gerudo Valley&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Song of Storm Grotto behind the carpenters tent&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Bolded&#039;&#039;&#039; items in the middle column are still relevant when Scrubs are not shuffled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages with broken file links]]&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1717</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1717"/>
		<updated>2021-01-18T19:34:57Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Zarby&amp;#039;s &amp;amp; Numberplay&amp;#039;s Item Tracker */ Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please contact a moderator on Discord. :)&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&lt;br /&gt;
== 2Deep4Real&#039;s Map Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.2deep4real.de/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Map Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All sanities and other options are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic setup of tracker upon import of Spoiler Log (Extra menu). You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
&lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== alphachain ER Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Entrance Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]&lt;br /&gt;
&lt;br /&gt;
== bfrie&#039;s ER Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Entrance Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
== brakkum&#039;s ER Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Entrance Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
== MisoSoup&#039;s Spoilizer Checklist ==&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|300x169px|Spoilizer.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Checklist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support. ;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
== Vado&#039;s Checklist ==&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Checklist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
== Xopar&#039;s Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Browsers (confirmed)&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
== Automatic Item Tracker v8 ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
&lt;br /&gt;
== Barinade&#039;s Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
== Countdhoun&#039;s Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://www.millstoneworks.com/item-tracker.html Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Allows counting skulls, heart pieces, ice traps and blupees with keyboard binds. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
*MMR support planned. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun.png|650x366px|Countdhoun.png]][[File:Countdhoun3.png|650x366px|Countdhoun3.png]][[File:Countdhoun2.png|650x366px|Countdhoun2.png]]&lt;br /&gt;
&lt;br /&gt;
== Cuyler&#039;s Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]]&lt;br /&gt;
&lt;br /&gt;
== Fenhl&#039;s Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*Supports manual tracking on MacOS and Windows systems&lt;br /&gt;
*Supports auto-tracking on Bizhawk 2.5+. &lt;br /&gt;
*&#039;&#039;&#039;Please keep in mind that auto-trackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerFenhlTrackerDimmedV2.png|276x367px|TrackerFenhlTrackerDimmedV2.png]] [[File:TrackerFenhlTrackerLitV3.png|276x367px|TrackerFenhlTrackerLitV3.png]]&lt;br /&gt;
&lt;br /&gt;
== Gossip Stones Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item and Hint Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
== Ivan Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
== LinSo&#039;s Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
== rattus128&#039;s Entrance Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
== Tyrus&#039;s Green Rupee Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
== Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker ==&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
== Fouton&#039;s PugHUD Package ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
== Hamsda&#039;s Package ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item, Map and Entrance Trackers&lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
== JRJathome&#039;s Package ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
== Raikaru&#039;s &amp;amp; atz&#039;s Package ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
== Xopar&#039;s Package ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Item Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
== Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: According to the creators themselves this package is very out of date with logic and will therefore probably be changed to an item-only package in the near future due to neither of them having the desire/time to keep it updated. Use at your own risk.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker type&#039;&#039;: Map Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Features&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and different DoT, forest and rainbow bridge options. &lt;br /&gt;
&lt;br /&gt;
*Has colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten. &lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=1591</id>
		<title>Changelog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=1591"/>
		<updated>2020-12-04T18:41:16Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: uncomment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== v6.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
**  New save file screen&lt;br /&gt;
***  Relevant items are shown before hitting &#039;Yes&#039; to load, instead of just the hearts, magic, dungeon rewards, and deaths. Icons are solid if the save has the item or faded if not.&lt;br /&gt;
***  Triforce pieces aren&#039;t shown unless the save has at least 1.&lt;br /&gt;
***  The death counter is now placed at the bottom next to a skull.&lt;br /&gt;
**  Updated altar text in the Temple of Time&lt;br /&gt;
***  Now provides rainbow bridge requirements and the shuffle mode of Ganon&#039;s Castle Boss Key (info otherwise available in the seed settings). These are always available at the altar regardless of Maps/Compass settings.&lt;br /&gt;
***  Removed misleading vanilla text from the child altar.&lt;br /&gt;
**  Various Quality of Life improvements&lt;br /&gt;
***  Speed up boulder lifting&lt;br /&gt;
***  Speed up Gold Gauntlet boulder lifting&lt;br /&gt;
***  Speed up learning Windmill song &lt;br /&gt;
***  Speed up learning Malon&#039;s song&lt;br /&gt;
***  Speed up Kakariko gate opening and closing&lt;br /&gt;
***  Twinrova waits for player to reach the top platform before starting, preventing early snipes&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;ROM Options&#039; settings&#039;&#039;&#039;&lt;br /&gt;
**  New Cosmetic Plandomizer&lt;br /&gt;
***  Use a JSON file to set your cosmetics and sound settings.&lt;br /&gt;
***  We&#039;ve added lots of new color options to pick from as well!&lt;br /&gt;
**  Custom settings presets (must be json) can be placed in &amp;lt;code&amp;gt;data/Presets&amp;lt;/code&amp;gt; to be automatically loaded in the GUI.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New &#039;Main Rules&#039; settings and options&#039;&#039;&#039;&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Kakariko Gate&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows configuring how the Kakariko Gate and the Happy Mask Shop will open.&lt;br /&gt;
***  Default (vanilla) behavior requires showing Zelda&#039;s Letter to the guard to open the gate and the shop.&lt;br /&gt;
***  You can configure the gate to be always open or to open automatically upon obtaining the Letter. Both of these options will also open the Happy Mask Shop upon obtaining the Letter.&lt;br /&gt;
**  Entrance Randomizer settings overhaul&lt;br /&gt;
***  &amp;lt;code&amp;gt;Entrance Shuffle&amp;lt;/code&amp;gt; setting replaced with the other independent settings here.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Interior Entrances&amp;lt;/code&amp;gt; : allows a choice of shuffling simple interiors, all interiors, or none.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Grotto Entrances&amp;lt;/code&amp;gt; : allows shuffling grotto/grave entrances.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Dungeon Entrances&amp;lt;/code&amp;gt; : allows shuffling dungeon entrances.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Overworld Entrances&amp;lt;/code&amp;gt; : allows shuffling overworld connections.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Owl Drops&amp;lt;/code&amp;gt; : allows randomizing where the owl drops you from each owl spot.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Warp Song Destinations&amp;lt;/code&amp;gt; : allows randomizing (to any entrance, not just warp pads!) where each warp song takes you.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Overworld Spawns&amp;lt;/code&amp;gt; : allows randomizing (per age) where you start when loading a save in the Overworld.&lt;br /&gt;
***  All these shuffles and randomizations are fixed when the seed is generated; within a seed it will always be the same each time.&lt;br /&gt;
**  New options for &amp;lt;code&amp;gt;Shuffle Songs&amp;lt;/code&amp;gt; &lt;br /&gt;
***  This now allows selecting from three options: shuffling in &#039;&#039;&#039;song&#039;&#039;&#039; locations (previously &#039;off&#039;), shuffling in &#039;&#039;&#039;anywhere&#039;&#039;&#039;  (previously &#039;on&#039;), and shuffling in &#039;&#039;&#039;dungeon&#039;&#039;&#039; reward locations (new).&lt;br /&gt;
***  The dungeon reward locations are: the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
***  In multiworld, as before, only the &amp;quot;anywhere&amp;quot; setting will allow songs to be placed in other players&#039; worlds.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Shuffle Medigoron &amp;amp; Carpet Salesman&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
**  New options for Key and Map/Compass Shuffle settings&lt;br /&gt;
***  &amp;quot;Overworld Only&amp;quot; will place keys (or maps/compasses) outside of dungeons.&lt;br /&gt;
***  &amp;quot;Any Dungeon&amp;quot; will allow keys (or maps/compasses) to placed in any dungeon, not just the dungeon they belong to!&lt;br /&gt;
***  &amp;quot;Dungeon Only&amp;quot; is renamed &amp;quot;Own Dungeon&amp;quot; for clarity.&lt;br /&gt;
***  Gerudo Fortress Small Keys are configured in a separate setting.&lt;br /&gt;
**  New options for &amp;lt;code&amp;gt;Rainbow Bridge&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Ganon&#039;s Boss Key on Light Arrows Cut Scene&amp;lt;/code&amp;gt; .&lt;br /&gt;
***  Sliders allow customizing the exact number of stones/medallions/dungeons/tokens required.&lt;br /&gt;
***  Ganon&#039;s BK on LACS can now be set to require Gold Skulltula Tokens.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Main Rules&amp;lt;/code&amp;gt; won&#039;t randomize slider values.&lt;br /&gt;
***  Conditional-always hints check for whether 2 or more dungeon rewards are required, as a backstop.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;Other&#039; settings&#039;&#039;&#039;&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Skip Child Zelda&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Skips the Hyrule Castle visit as child, returning Malon and Talon to Lon Lon Ranch and granting Zelda&#039;s Letter and the song that Impa provides at the start of the game.&lt;br /&gt;
***  Depending on the &amp;lt;code&amp;gt;Kakariko Gate&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Complete Mask Quest&amp;lt;/code&amp;gt; settings, may also start with the gate and shop open and masks available.&lt;br /&gt;
***  Removes the Weird Egg (and prevents &amp;lt;code&amp;gt;Shuffle Weird Egg&amp;lt;/code&amp;gt; ).&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Skip Some Minigame Phases&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows getting both rewards for Horseback Archery and Dampé Race in a single go!&lt;br /&gt;
***  Replaces the &amp;lt;code&amp;gt;Skip First Dampé Race&amp;lt;/code&amp;gt; setting.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Complete Mask Quest&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Marks all the mask sales complete so that the shop has all masks available to borrow as soon as it opens.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Fast Bunny Hood&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows manual toggling on/off of the 1.5x speed boost from MM.&lt;br /&gt;
**  New &amp;quot;Hint Distribution&amp;quot; customization options&lt;br /&gt;
***  Old hardcoded hint distributions are now defined by json files in &amp;lt;code&amp;gt;data/Hints&amp;lt;/code&amp;gt; .&lt;br /&gt;
***  Custom hint distributions can be added to this folder, or defined directly in Plando files.&lt;br /&gt;
***  Many locations that did not previously have item hints now have hints, in case a custom hint distribution makes use of them.&lt;br /&gt;
***  Using the hint distribution &amp;quot;Bingo&amp;quot; allows setting a &amp;quot;Bingosync URL&amp;quot; to build hints for the specific OoTR Bingo board. Otherwise it&#039;s a generic hint distribution for OoTR Bingo.&lt;br /&gt;
**  Hint distributions can configure groups of stones to all have the same hint, and can also disable stones from receiving useful hints (give them junk hints instead).&lt;br /&gt;
**  Tournament hint distribution changes&lt;br /&gt;
***  Grotto stones are disabled and only provide junk hints.&lt;br /&gt;
***  Zelda&#039;s Lullaby is never considered for Way of the Hero hints.&lt;br /&gt;
***  Only &amp;quot;always&amp;quot;, &amp;quot;Barren&amp;quot;, and &amp;quot;WotH&amp;quot; hints have duplicates now.&lt;br /&gt;
***  &amp;quot;Barren&amp;quot; hints will typically be split evenly between dungeon and overworld areas.&lt;br /&gt;
***  Number of unique hints of each type are now (not counting seed-dependent hint types like &#039;always&#039; and &#039;trial&#039;): 4 WotH, 2 barren, 5(remainder) sometimes.&lt;br /&gt;
***  The previous Tournament hint distribution has been renamed &amp;quot;Scrubs Tournament&amp;quot;.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Hero Mode&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows playing without heart drops from enemies or objects. Good luck!!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cosmetics/SFX&#039;&#039;&#039;&lt;br /&gt;
**  New cosmetic settings for HUD button colors&lt;br /&gt;
***  These can all be set independently, defaulting to the N64 colors.&lt;br /&gt;
**  New cosmetic setting &amp;lt;code&amp;gt;Item Model Colors Match Cosmetics&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Freestanding models like heart containers, gauntlets, and heart/magic drops will match their respective color settings.&lt;br /&gt;
***  Tunics are not affected, in order to keep freestanding tunics recognizable.&lt;br /&gt;
**  Navi Colors section renamed &amp;quot;Misc. Colors&amp;quot;&lt;br /&gt;
***  Navi and sword trails options are now in this section, along with:&lt;br /&gt;
***  New &amp;quot;Rainbow&amp;quot; option in all Navi color settings.&lt;br /&gt;
***  New Boomerang trail inner &amp;amp; outer color settings, including a &amp;quot;Rainbow&amp;quot; option.&lt;br /&gt;
***  New Bombchu trail inner &amp;amp; outer color settings, including a &amp;quot;Rainbow&amp;quot; option.&lt;br /&gt;
***  New Mirror Shield Frame color setting.&lt;br /&gt;
**  Added options to &amp;lt;code&amp;gt;Background Music&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Fanfares&amp;lt;/code&amp;gt; for randomly selecting only from [[Readme#Custom Music and Fanfares | custom music]].&lt;br /&gt;
  &lt;br /&gt;
==== Updated Settings/Tricks ====&lt;br /&gt;
*  &amp;lt;code&amp;gt;Lens of Truth&amp;lt;/code&amp;gt; setting has been removed and replaced with several independent tricks.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Lensless Wasteland&amp;lt;/code&amp;gt; : assumes you can navigate the Wasteland to the Colossus without the Lens of Truth.&lt;br /&gt;
**  &amp;lt;code&amp;gt;&amp;lt;Area&amp;gt; without Lens of Truth&amp;lt;/code&amp;gt; : assumes you can complete the given area without the Lens of Truth. Note that MQ and Vanilla dungeons have separate tricks.&lt;br /&gt;
**  Shadow Temples are split into two separate areas for these tricks.&lt;br /&gt;
**  Glitchless logic now requires Lens (or an appropriate trick) for some checks, particularly in Shadow Temple.&lt;br /&gt;
**  Glitched logic may sometimes assume you can do something without lens regardless of trick settings.&lt;br /&gt;
*  New tricks&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern Vines GS from Below with Longshot&amp;lt;/code&amp;gt; - use the Longshot to avoid the staircase.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Forest Temple First Room GS with Difficult-to-Use Weapons&amp;lt;/code&amp;gt; - use a sword or Deku Sticks to jumpslash, or Bombs as child.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Spirit Temple Main Room Jump from Hands to Upper Ledges&amp;lt;/code&amp;gt; - make a precise jump without Hookshot or Hover Boots.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Falling Platform Room GS with Boomerang&amp;lt;/code&amp;gt; - use the Boomerang from the very edge of the platform.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Death Mountain Trail Climb with Hover Boots&amp;lt;/code&amp;gt; - get past the boulders without destroying them.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Zora&#039;s Domain GS with No Additional Items&amp;lt;/code&amp;gt; - use only a jumpslash.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Ice Cavern Block Room GS with Hover Boots&amp;lt;/code&amp;gt; - reach the GS with the Hover Boots to jumpslash it.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Hyrule Castle Storms Grotto GS with Just Boomerang&amp;lt;/code&amp;gt; - make a precise throw with the Boomerang to send it behind the wall.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Central Pillar GS with Farore&#039;s Wind&amp;lt;/code&amp;gt; - cast inside the pillar before raising the water level. *Previously assumed in logic!*&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Central Pillar GS with Iron Boots&amp;lt;/code&amp;gt; - unlock the door on the middle level before raising the water.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Dragon Statue Switch from Above the Water as Adult&amp;lt;/code&amp;gt; - trigger the switch from dry land, then use Iron Boots, any Scale, or a jump dive coming from the river.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Dragon Statue Switch from Above the Water as Child&amp;lt;/code&amp;gt; - same but for child. The Scale dive is very precise.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Goron City Grotto with Hookshot While Taking Damage&amp;lt;/code&amp;gt; - brave the heat, but be quick.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern Two Scrub Room with Strength&amp;lt;/code&amp;gt; - position a block correctly and adult can bring a bomb flower to the wall.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Shadow Temple Falling Spikes GS with Hover Boots&amp;lt;/code&amp;gt; - make a precise move to get on the falling spikes, then another precise move to grab the token.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Deku Tree MQ Roll Under the Spiked Log&amp;lt;/code&amp;gt; - roll at the right time to shrink your hintbox. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Bottom of the Well MQ Jump Over the Pits&amp;lt;/code&amp;gt; - Use a sidehop or backflip to jump over the pits. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple MQ Central Pillar with Fire Arrows&amp;lt;/code&amp;gt; - Angled torches have hard-to-hit hitboxes. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Forest Temple MQ Twisted Hallway Switch with Jump Slash&amp;lt;/code&amp;gt; - Hit the switch from above with a jump slash, after getting in place with Hover Boots or some glass blocks. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots&amp;lt;/code&amp;gt; - Hover Boots can get you up from a crate.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Lower to Upper Lizalfos Maze with Precise Jump&amp;lt;/code&amp;gt; - You can even jump up from a crate without the Hover Boots!&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Above Flame Wall Maze GS from Below with Longshot&amp;lt;/code&amp;gt; - Point the Longshot at the right pointin the ceiling to obtain the token.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Shadow Temple MQ Invisible Blades Silver Rupees without Song of Time&amp;lt;/code&amp;gt; - Get a boost from a Like Like into a silver rupee, but don&#039;t die in the process.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Deku Tree MQ Compass Room GS Boulders with Just Hammer&amp;lt;/code&amp;gt; - Jump slash from the top of the vines.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Spirit Temple MQ Sun Block Room as Child without Song of Time&amp;lt;/code&amp;gt; - Throw a crate onto the switch to unbar the door briefly.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple MQ North Basement GS without Small Key&amp;lt;/code&amp;gt; - There&#039;s an invisible Hookshot target you can use.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Death Mountain Trail Lower Red Rock GS with Hover Boots&amp;lt;/code&amp;gt; - Kill the Skulltula, get on the fence, and then backflip onto the the rock.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Ice Cavern MQ Red Ice GS without Song of Time&amp;lt;/code&amp;gt; - Side-hop into the right place and you have a brief amount of time to use Blue Fire.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Kakariko Rooftop GS with Hover Boots&amp;lt;/code&amp;gt; - Some tricky movements with the Hover Boots can get you up onto Impa&#039;s House.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern MQ Light the Eyes with Strength&amp;lt;/code&amp;gt; - You have to move very quickly to light the eyes with a Bomb Flower.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern MQ Back Areas as Child without Explosives&amp;lt;/code&amp;gt; - Use pots, Armos, etc to progress through the room. Not relevant without &amp;quot;Light the Eyes with Strength&amp;quot; above, which is much harder for child.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Trial MQ with Hookshot&amp;lt;/code&amp;gt; - Hit the target from a precise position with precise aim.&lt;br /&gt;
*  Removed tricks&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Boss Key Chest with Iron Boots&amp;lt;/code&amp;gt; &lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Dragon Statue with Bombchu&amp;lt;/code&amp;gt; - superseded by the new Dragon Statue tricks.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Bottom of the Well Like Like GS without Boomerang&amp;lt;/code&amp;gt; - the Like Like can be permanently killed, so this isn&#039;t logically valid.&lt;br /&gt;
*  Changed Tricks&lt;br /&gt;
**  Burning the two vertical webs in the Deku Tree basement with bow is now default logic. The relevant trick has been renamed to &amp;lt;code&amp;gt;Deku Tree Basement Web to Gohma with Bow&amp;lt;/code&amp;gt; to reflect that it now only applies to the web immediately before Gohma.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Reach Forest Temple MQ Twisted Hallway Switch with Hookshot&amp;lt;/code&amp;gt; - renamed &amp;lt;code&amp;gt;Forest Temple MQ Twisted Hallway Switch with Hookshot&amp;lt;/code&amp;gt; .&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Boulder Maze Side Room without Box&amp;lt;/code&amp;gt; - renamed &amp;lt;code&amp;gt;Fire Temple MQ Lizalfos Maze Side Room without Box&amp;lt;/code&amp;gt; .&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Big Lava Room Blocked Door without Hookshot&amp;lt;/code&amp;gt; - can be done without damage, so it&#039;s now allowed in OHKO.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Forest Temple Scarecrow Route&amp;lt;/code&amp;gt; - renamed &amp;lt;code&amp;gt;Forest Temple East Courtyard Door Frame with Hover Boots&amp;lt;/code&amp;gt; and can be done in Vanilla or MQ.&lt;br /&gt;
*  Tricks can be filtered in the GUI using a new dropdown.&lt;br /&gt;
*  Easy and Hell Mode presets have been updated to add in the new features and/or tricks as relevant!&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
*  Stealing Epona no longer crashes with the Fast Epona Race setting when you have Epona&#039;s Song but no ocarina.&lt;br /&gt;
*  Bunny Hood speed bonus now applies correctly in cases other than child running at full speed.&lt;br /&gt;
*  Avoid crashing on some systems when using child items as adult.&lt;br /&gt;
*  Ensure Ice Traps have valid models if they can be seen.&lt;br /&gt;
*  Limit Kokiri Tunic RGB values in Glitched Logic to prevent Weirdshot crashes.&lt;br /&gt;
*  Prevent Gerudo guards from throwing child Link in jail.&lt;br /&gt;
*  Fix hints not being readable on Mask of Truth setting.&lt;br /&gt;
*  Prevent Collection Delay from the Carpenter Boss when mashing through the text with an item in hand.&lt;br /&gt;
*  Gray note songs do not play back when learning them, adding consistency and preventing Sun&#039;s Song from causing bugs. With this set of changes to song learning, Sun&#039;s Song can now be played right after you learn it and it will function properly.&lt;br /&gt;
*  Empty Bomb fix improved to work in all scenarios.&lt;br /&gt;
*  Fast warp song hack now sets transition to white fade for consistency.&lt;br /&gt;
*  Royal Family Tomb moves out of the way instantly.&lt;br /&gt;
*  Fix Zelda from being frozen at the start of the final battle.&lt;br /&gt;
*  Fix (hopefully) any remaining issues fishing on BizHawk.&lt;br /&gt;
*  Drop Ruto before entering Big Octo room if the miniboss has been defeated.&lt;br /&gt;
*  Prevent an errant &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; from showing up in Triforce Hunt.&lt;br /&gt;
*  Move the Stone of Agony indicator above any small keys if both are present.&lt;br /&gt;
*  Fix model/icon colors in &amp;lt;code&amp;gt;Item Model Colors Match Cosmetics&amp;lt;/code&amp;gt; not returning to default with a cosmetic patch setting them to defaults.&lt;br /&gt;
*  Ensure Ganondorf always hints one of the first reachable Light Arrows.&lt;br /&gt;
*  Don&#039;t require that child can reach Ganondorf in order for Light Arrows not to be hinted WotH.&lt;br /&gt;
*  Allow playthrough to collect a second &#039;Bottle with Letter&#039; as its first empty bottle.&lt;br /&gt;
*  Fix some issues with &amp;lt;code&amp;gt;Randomize Main Rules&amp;lt;/code&amp;gt; :&lt;br /&gt;
**  Closed Forest implies starting as child.&lt;br /&gt;
**  Triforce Hunt won&#039;t accidentally place the Boss Key for Ganon&#039;s Castle.&lt;br /&gt;
**  Other conflicts are now prevented.&lt;br /&gt;
*  Fix a rare issue in ER with using time-passing regions to gain new access.&lt;br /&gt;
*  Fix a rare issue where settings strings weren&#039;t allocated enough bits.&lt;br /&gt;
*  Fix the version number in the ROM header being potentially wrong after patching.&lt;br /&gt;
*  Fix the CRC for uncompressed ROMs.&lt;br /&gt;
*  The seed generator can now retry a few times in case of failure.&lt;br /&gt;
*  Exclude a line from text shuffle so the Malon race is completable.&lt;br /&gt;
*  Minor plandomizer fixes and improvements.&lt;br /&gt;
*  Various logic fixes.&lt;br /&gt;
&lt;br /&gt;
==== Other Changes ====&lt;br /&gt;
*  Most locations and a few items have been renamed to improve spoiler output and standardize.&lt;br /&gt;
**  This will break settings and distribution files from previous versions that reference these locations and items.&lt;br /&gt;
*  Reordered locations more naturally in the locations part of the spoiler.&lt;br /&gt;
*  Default for &amp;lt;code&amp;gt;Shuffle Weird Egg&amp;lt;/code&amp;gt; is now off.&lt;br /&gt;
*  In-game hints overhaul.&lt;br /&gt;
*  File 3 has been removed from generated ROMs to free up some space.&lt;br /&gt;
*  The Zora Sapphire in Jabu Jabu&#039;s Big Octo room is now the actual dungeon reward.&lt;br /&gt;
*  The number of Triforces available in Triforce Hunt now rounds to the nearest whole number instead of the nearest whole **even**  number.&lt;br /&gt;
*  &amp;quot;No Logic&amp;quot; seeds can now disable locations.&lt;br /&gt;
*  Cosmetic logs contain the display names of SFX instead of their internal key names.&lt;br /&gt;
*  Performance improvements to seed generation.&lt;br /&gt;
*  Generator GUI updated to use node-sass 4.14.1.&lt;br /&gt;
*  Updated development n64 compilation process to use latest available toolchain.&lt;br /&gt;
*  Changed some C code to support GCC 10 in development n64 compilation.&lt;br /&gt;
*  Added decompressor source and updated Decompress binaries.&lt;br /&gt;
*  OoTRandomizer.py returns an error code on failure to interact better with user scripting.&lt;br /&gt;
*  Plandomizer distribution files are copied to the Output directory next to the Spoiler and Cosmetics logs.&lt;br /&gt;
*  Mweep.&lt;br /&gt;
&lt;br /&gt;
=== v5.2 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
* Triforce Hunt&lt;br /&gt;
** Collect some number of Triforce Pieces to beat the game instead of beating Ganon.&lt;br /&gt;
** Multiworld Triforce counts are collective, so once the total is reached across all players everyone wins.&lt;br /&gt;
** If enabled via randomizing main rules, the count is always 20.&lt;br /&gt;
* Separate Double Defense model&lt;br /&gt;
** Now appears as a color-shifted version of the Heart Container, with a transparent interior and prominent gold border.&lt;br /&gt;
* Visual Stone of Agony indicator&lt;br /&gt;
** When the player has the Stone of Agony, it will appear on-screen above the rupee count when the player is near a hidden grotto.&lt;br /&gt;
** The icon vibrates based on proximity to the grotto entrance, similar to the rumble pak.&lt;br /&gt;
** A real rumble pak is not required.&lt;br /&gt;
* Starting Inventory&lt;br /&gt;
** A new tab in the GUI allows setting initial inventory, without having to create a Plandomizer file.&lt;br /&gt;
** Items are divided into sections in the GUI based on category.&lt;br /&gt;
** Trade quest items, Gerudo Membership Card, Scarecrow Song not included.&lt;br /&gt;
*** To start with the Gerudo Membership Card, set &amp;lt;code&amp;gt;Gerudo Fortress&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Open Fortress&amp;lt;/code&amp;gt; and disable &amp;lt;code&amp;gt;Shuffle Gerudo Card&amp;lt;/code&amp;gt; (‘Main Rules’ tab).&lt;br /&gt;
*** To start with the Scarecrow Song, enable &amp;lt;code&amp;gt;Free Scarecrow&#039;s Song&amp;lt;/code&amp;gt; (‘Other’ tab).&lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
* Open Zora Fountain now has an open only adult option.&lt;br /&gt;
* Added a new setting &amp;lt;code&amp;gt;Ice Trap Appearance&amp;lt;/code&amp;gt; to select whether ice traps appear as major items (the default), junk items, or anything. This appearance can affect chest size with &amp;lt;code&amp;gt;Chest Size Matches Contents&amp;lt;/code&amp;gt; enabled.&lt;br /&gt;
* Removed settings &amp;lt;code&amp;gt;Start with Fast Travel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Start with Tycoon&#039;s Wallet&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Start with Deku Equipment&amp;lt;/code&amp;gt;.&lt;br /&gt;
** These have been replaced with settings in the “Starting Inventory” tab.&lt;br /&gt;
* New settings &amp;lt;code&amp;gt;Start with Consumables&amp;lt;/code&amp;gt; (enable to start with max Sticks, Nuts, and ammo), &amp;lt;code&amp;gt;Starting Hearts&amp;lt;/code&amp;gt; (changes starting max health).&lt;br /&gt;
* New list settings &amp;lt;code&amp;gt;Starting Equipment&amp;lt;/code&amp;gt; (swords, shields, strength, etc.), &amp;lt;code&amp;gt;Starting Items&amp;lt;/code&amp;gt; (c-items), &amp;lt;code&amp;gt;Starting Songs&amp;lt;/code&amp;gt; (songs).&lt;br /&gt;
* Logic now requires Stone of Agony to access any hidden grotto.&lt;br /&gt;
** A new trick &amp;lt;code&amp;gt;Hidden Grottos without Stone of Agony&amp;lt;/code&amp;gt; will bypass this.&lt;br /&gt;
** Stone of Agony is now only considered a useless item (for barren areas) when this trick is on and Gossip Stones do not use it.&lt;br /&gt;
* Added a new trick &amp;lt;code&amp;gt;Goron City Spinning Pot PoH with Strength&amp;lt;/code&amp;gt;, which allows stopping the Spinning Pot using a bomb flower.&lt;br /&gt;
* Hell Mode preset includes both the above tricks.&lt;br /&gt;
* Tricks enabled/disabled in a Plandomizer file now take precedence over Tricks in ‘Detailed Logic’, even if the Plandomizer file has an empty list.&lt;br /&gt;
** An empty list means the seed will be beatable without any tricks.&lt;br /&gt;
** If there’s no &amp;lt;code&amp;gt;allowed_tricks&amp;lt;/code&amp;gt; item in the file, the Detailed Logic tricks apply instead.&lt;br /&gt;
** If there is an &amp;lt;code&amp;gt;allowed_tricks&amp;lt;/code&amp;gt; list in the file, it will not be possible to disable any of the enabled tricks (or enabling more) without editing the file.&lt;br /&gt;
&lt;br /&gt;
==== Other Changes ====&lt;br /&gt;
&lt;br /&gt;
* Cosmetic heart color setting now applies in the file select screen.&lt;br /&gt;
* Cosmetic tunic color setting now applies to the icons in the pause menu.&lt;br /&gt;
* Non-Always Location hints cannot be placed for an area that already has a Foolish hint.&lt;br /&gt;
** If the location hint is placed first, then it can still appear in a foolish hinted area, however in Tournament hint distribution the Foolish hints are placed first so that cannot happen.&lt;br /&gt;
* The location containing Light Arrows will be considered a hinted location if Ganondorf’s hint can be reached without them.&lt;br /&gt;
* Ganondorf no longer hints at his Boss Key chest contents, except when Light Arrows don’t exist (only possible in Triforce Hunt).&lt;br /&gt;
* Improved Entrance Randomizer hints.&lt;br /&gt;
* Updated Compressor. The GUI progress bar is now granular. If for some reason, the rom won’t fit into 32MB, then the compressor will increase the output size.&lt;br /&gt;
* Revised some settings tooltips.&lt;br /&gt;
* Refactored Logic once again. It now uses helper json rules and rules can reference other rules.&lt;br /&gt;
* Disabled settings don’t show up in the spoiler.&lt;br /&gt;
* Plando will now accept JSON lists for &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; in the location dictionary to randomly choose between for placement.&lt;br /&gt;
** Attempts to not exceed item pool values until all the pool counts for the items in the list are reached.&lt;br /&gt;
* Plando locations are matched without regard to case.&lt;br /&gt;
* “Start with” settings are now handled by the Plando library.&lt;br /&gt;
* Further seed generation speed improvements.&lt;br /&gt;
* The main search algorithm was renamed Search (from Playthrough) to avoid confusion with the spoiler playthrough.&lt;br /&gt;
* General code cleanup and typo fixes.&lt;br /&gt;
* Added more Plando unittests.&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
* Minor stability fix in Plando.&lt;br /&gt;
* Spoilers for plando’d seeds now correctly show the tricks enabled for the seed.&lt;br /&gt;
* Plando no longer occasionally attempts to place an item on a location where it’s not allowed.&lt;br /&gt;
* Plando starting items and items set in specific locations now count toward the pool allocation. (Starting items are replaced with junk.)&lt;br /&gt;
* Plando now refuses to place more than the maximum amount of bottles, adult trade items, shop items, or total non-junk items.&lt;br /&gt;
* Plando no longer places Ice Traps as Junk if &amp;lt;code&amp;gt;Ice Traps&amp;lt;/code&amp;gt; is set to ‘off’.&lt;br /&gt;
* Other various Plando bug fixes.&lt;br /&gt;
* Starting items for adult that auto-equip should do so correctly now. (Non-Kokiri Tunics won’t autoequip at the moment.)&lt;br /&gt;
* Fixed two chests in MQ Shadow Temple that had swapped names in plando and spoilers.&lt;br /&gt;
* Removed (unnecessarily) duplicated/overlapping hints.&lt;br /&gt;
* Hints that should come in multiples (duplicates) no longer come in singletons in certain corner cases.&lt;br /&gt;
* Randomizing main rules now works correctly.&lt;br /&gt;
* Removed a misleading random “trials” value from the non-randomized settings in the spoiler.&lt;br /&gt;
* Fix seed values with spaces no longer working.&lt;br /&gt;
* Removed a mispasted option description from Gauntlets colors tooltips.&lt;br /&gt;
* Major armips fix should prevent some crashes in Dev builds. (Devs: required armips version &amp;amp;gt;= 0.10.0-68-g8669ffd)&lt;br /&gt;
* Miscellaneous logic fixes.&lt;br /&gt;
* Other bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== v5.1 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Skip first Dampé Race &lt;br /&gt;
**Allows getting both rewards in one race if the 60 second target is cleared   &lt;br /&gt;
*Rupee Icon Color changes based on your current wallet upgrade&lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
*Improved Ear Safe to be less painful &lt;br /&gt;
*Tokensanity: Overworld Only &lt;br /&gt;
**Shuffles Gold Skultulla Tokens in the overworld to complement Dungeons Only   &lt;br /&gt;
*Configurable Skulltula target for the Bridge Requirement &lt;br /&gt;
**Randomize Main Rule Settings still allows setting the MQ Dungeon Count &lt;br /&gt;
**Always Guaranteed Hints are now determined conditionally based on settings   &lt;br /&gt;
*Default Presets are updated to better reflect first time beginner settings &lt;br /&gt;
**The previous Beginner Preset is renamed to Easy Preset&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Improve stability of music related features (Fanfare shuffle is back!) &lt;br /&gt;
*Fix &amp;quot;...???&amp;quot; textboxes at the entrance of Great Fairies &lt;br /&gt;
*In the unlikely event Tournament Hints runs out of hints, the remaining hints are filled with more &amp;quot;Sometimes Good&amp;quot; hints. If those *run out as well then it will fill with &amp;quot;Random Locations&amp;quot; hints. &lt;br /&gt;
*The Gerudo Valley Crate PoH as Adult with Hover Boots trick now properly takes OHKO into account. &lt;br /&gt;
*Minor GUI tweaks &lt;br /&gt;
*Improve error feedback in GUI and Rules JSON &lt;br /&gt;
&lt;br /&gt;
=== v5.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*New Electron GUI &lt;br /&gt;
**New GUI now utilizes both Python and Node to bring you an even better interface &lt;br /&gt;
**Now requires Node (with NPM), in addition to the Python requirement   &lt;br /&gt;
*&amp;lt;u&amp;gt;[[Glitched_Logic|Glitched Logic]]&amp;lt;/u&amp;gt; &lt;br /&gt;
**New Logic Rules option that takes movement glitches into consideration   &lt;br /&gt;
*&amp;lt;u&amp;gt;[[Entrance_Randomizer|Entrance Randomizer]]&amp;lt;/u&amp;gt; &lt;br /&gt;
**Randomize entrances/loading zones &lt;br /&gt;
**Entrances are connected bidirectionally, and only shuffled with other entrances of the same pool &lt;br /&gt;
**Ability to randomize entrances (loading zones) among multiple pools: &lt;br /&gt;
***`Dungeons Only`: All Dungeons except Ganon&#039;s Castle &lt;br /&gt;
***`Simple Indoors`: Dungeons; as well as Houses, Great Fairies, all Open and &amp;lt;u&amp;gt;[http://www.zeldaspeedruns.com/oot/generalknowledge/hidden-grottos Hidden Grottos]&amp;lt;/u&amp;gt; (including small Fairy Fountains and the Lost Woods Stage), and Graves. &lt;br /&gt;
***`All Indoors`: Dungeons and Simple Indoors, as well as Link’s House, the Temple of Time, the Windmill, and Dampe’s Grave. &lt;br /&gt;
***`All Indoors &amp;amp; Overworld Entrances`: Almost all loading zones connecting overworld areas, including Owls   &lt;br /&gt;
**Deku Tree, Fire Temple, and Bottom of the Well dungeon entrances are accessible as both ages   &lt;br /&gt;
*Starting Age Option &lt;br /&gt;
**Can now start as child, adult, or random   &lt;br /&gt;
*Plan-domizer &lt;br /&gt;
**Create a custom seed by placing items, hints and/or entrances where you want them &lt;br /&gt;
**Customize starting items, item pools, active trials and Master Quest dungeons &lt;br /&gt;
**Plandomizer files match the spoiler log JSON format   &lt;br /&gt;
*Additional Customization &lt;br /&gt;
**Additional Background Music Sequences can now be provided to be shuffled in &lt;br /&gt;
**Fanfares randomization &lt;br /&gt;
**Customizable Heart, Magic Meter, and Gauntlet colors &lt;br /&gt;
**Separate inner and outer Navi colors   &lt;br /&gt;
*Added `Randomize Main Rules` option &lt;br /&gt;
*Cow Sanity &lt;br /&gt;
**Playing Epona&#039;s Song for a cow for the first time gives a randomized item.   &lt;br /&gt;
*Shuffle Magic Beans &lt;br /&gt;
**A pack of 10 beans is shuffled into the pool and the Bean Salesman sells a random item once for 60 rupees.   &lt;br /&gt;
*Cucco Count &lt;br /&gt;
**The number of cuccos to be gathered for Anju can be reduced or randomized, and Anju will tell you in-game the target number to catch (similar to 10 Big Poes).   &lt;br /&gt;
*Enable Useful Cutscenes prevents some useful cutscenes from being skipped &lt;br /&gt;
**Re-enables Poes at Forest Temple, Darunia at Fire Temple, and Twinrova at Spirit Temple   &lt;br /&gt;
&lt;br /&gt;
==== Major Changes ====&lt;br /&gt;
&lt;br /&gt;
*Seeds generation is significantly faster &lt;br /&gt;
*Major refactor of logic for performance and ER &lt;br /&gt;
*Spoiler log is now in JSON format &lt;br /&gt;
*Log files are produced in `Logs` during generation to record any errors. &lt;br /&gt;
*Major Logic Changes &lt;br /&gt;
**Desert Colossus Hands are now logically part of Spirit Temple &lt;br /&gt;
**Added the ability to enter drain the Lake Hylia water as Adult after beating Morpha using a new Gossip Stone near the Serenade Warp Pad. Entering Water Temple with Gold Scale and Longshot is now always in logic, however no locations are accessible without additional tricks, Keysanity/Keysy, or Iron Boots. &lt;br /&gt;
**Disabled Locations will always hold Junk items (except song locations if songs are not shuffled with items)   &lt;br /&gt;
*Gameplay Changes &lt;br /&gt;
**Mechanically, Hot Rodder Goron no longer checks for Bomb Bag &lt;br /&gt;
**Wearing Bunny Hood increases running speed to match backwalking speed &lt;br /&gt;
**All Gerudo now check for Gerudo Membership Card instead of Carpenters being freed &lt;br /&gt;
***This only affects when `Shuffle Gerudo Card` is enabled or in Entrance Randomizer &lt;br /&gt;
***In the affected modes, a Gerudo is added behind the Wasteland gate who can open the gate   &lt;br /&gt;
**Removed RNG from Fishing Minigame &lt;br /&gt;
***Note: The optimal strategy is to have the line stationary for the fish to bite   &lt;br /&gt;
**Can now cast Farore&#039;s Wind and play Warp Songs from within Gerudo Training Grounds and all of Ganon&#039;s Castle   &lt;br /&gt;
*Hint Changes &lt;br /&gt;
**Every generic grotto gossip stone has their own hint. &lt;br /&gt;
**The &amp;quot;Very Strong&amp;quot; hint setting can now give multiple Foolish dungeon hints. &lt;br /&gt;
**The “Tournament” hint setting was revised to utilize all 40 hint stones. &lt;br /&gt;
***Increased to 5 WOTH hints (with a new maximum of 2 Dungeon regions hinted); increased to 3 Foolish hints; Skull Mask added to Tournament hints’ Always hints; 5 Sometimes hints; all hints in this distribution are duplicated onto two Gossip Stones.     &lt;br /&gt;
*Cutscene Changes &lt;br /&gt;
**Burning Kakariko Cutscene can be triggered when entering Kakariko Village from any entrance. &lt;br /&gt;
**Speedup Owl Flying cutscenes to be almost instant. &lt;br /&gt;
**Enable Useful Cutscenes setting added (see above in New Features)   &lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
*Filter added to `Location Exclusion` dropdown &lt;br /&gt;
*More tricks added to the `Enable Tricks` dropdown &lt;br /&gt;
*Shuffle Gerudo Card can now be enabled alongside Open Gerudo Fortress. &lt;br /&gt;
*Forest Options &lt;br /&gt;
**`Closed Deku`: Open Forest except Mido still blocks the Deku Tree   &lt;br /&gt;
*Dungeon Item Options &lt;br /&gt;
**Added `Vanilla` placement option for small keys, boss keys and maps/compasses   &lt;br /&gt;
*Ganon&#039;s Boss Key &lt;br /&gt;
**Split Ganon’s Boss Key settings from the rest of the Boss Keys setting &lt;br /&gt;
**Added LACS options that place the key there. &lt;br /&gt;
***This allows playing with open bridge while still requiring dungeon completion   &lt;br /&gt;
**This replaces the Remove Ganon’s Boss Door Lock option   &lt;br /&gt;
*Plentiful Item Pool &lt;br /&gt;
**Duplicate Letter in a Bottle added to plentiful item pool   &lt;br /&gt;
*With `Start With Max Rupees` option enabled, wallet upgrades items now fill to max rupees &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*No longer able to buy Bombchus with only bomb bag when Bombchus in logic &lt;br /&gt;
*Dampé freestanding Piece of Heart no longer requires opening the chest &lt;br /&gt;
*Buying Piece of Heart/Heart Container fully heals Link &lt;br /&gt;
*Learning Sun&#039;s Song from Malon no longer causes a softlock &lt;br /&gt;
*Castle and Gerudo guards can no longer cause softlock when catching you &lt;br /&gt;
*Vanilla shop items have correct price in spoiler log with shopsanity enabled &lt;br /&gt;
*Fixed Song of Storms not being usable in Sacred Forest Meadow immediately after learning it &lt;br /&gt;
*Improved Bottled Fairy logic rules for OHKO in ER &lt;br /&gt;
*Fixed `Starting Time of Day` times to better reflect their descriptions with the in-game state &lt;br /&gt;
**`Night` options will spawn Skulltulas   &lt;br /&gt;
*Add compatibility support for Python 3.8 &lt;br /&gt;
*Improved Spoiler Logs for Multiworlds with differing Random settings between worlds &lt;br /&gt;
*Lab Dive now completable even with Eyedrops in your possession &lt;br /&gt;
*Great Fairy cutscene no longer plays on additional visits for health and magic refills. &lt;br /&gt;
*Running Man can now fill a Tycoon’s wallet when buying the Bunny Hood from the player &lt;br /&gt;
&lt;br /&gt;
=== v4.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Quick boot equips &lt;br /&gt;
**Use D-pad left to equip Iron Boots if they’re in the inventory, or D-pad right to equip Hover Boots if they’re in the inventory. &lt;br /&gt;
**Press the button again to equip Kokiri Boots.   &lt;br /&gt;
*Quick Ocarina &lt;br /&gt;
**Use D-pad down to pull out the Ocarina   &lt;br /&gt;
*Freestanding models &lt;br /&gt;
**All freestanding item locations now display the model of the item you will receive.   &lt;br /&gt;
*Ice traps now work from any location &lt;br /&gt;
**In freestanding locations, appears as a random major item &lt;br /&gt;
**In shops, appears as a random major item with a misspelling.   &lt;br /&gt;
*Various speedups &lt;br /&gt;
**No Talon cutscene when he runs away. &lt;br /&gt;
**Skip “Caught By Gerudo” cutscene. &lt;br /&gt;
**Shorten cutscene when getting Bullet Bag from the Deku Scrub in Lost Woods. &lt;br /&gt;
**Fast pushing and pulling. &lt;br /&gt;
***All types of blocks. &lt;br /&gt;
***Spinnable mirrors in Spirit Temple. &lt;br /&gt;
***Truth spinner in Shadow Temple. &lt;br /&gt;
***Puzzle in basement of Forest Temple.   &lt;br /&gt;
**Ocarina minigame shortened to the first round. &lt;br /&gt;
***5 notes instead of 8.   &lt;br /&gt;
**Jabu-Jabu’s Belly elevator spawns in a more convenient position &lt;br /&gt;
**Kakariko carpenter position is offset so he is no longer in your way during the cucco route. &lt;br /&gt;
**Warp songs now have a normal transition with no cutscene.   &lt;br /&gt;
*Farore&#039;s Wind no longer dispels when transitioning through time. &lt;br /&gt;
**Farore&#039;s Wind can now set two Warp Points which are age-exclusive.   &lt;br /&gt;
*Gold Skulltula textbox displays current number obtained &lt;br /&gt;
*Poe salesman tells point limit without needing to sell &lt;br /&gt;
*Patch files added so that generated seeds can be distributed legally&lt;br /&gt;
&lt;br /&gt;
==== New Options ====&lt;br /&gt;
&lt;br /&gt;
*Master Quest dungeon slider &lt;br /&gt;
**Selects a number of Master Quest dungeons to appear in the game. &lt;br /&gt;
***Ex: 0 - All dungeons will have their default designs. &lt;br /&gt;
***Ex: 6 - Half of all dungeons will have Master Quest redesigns. &lt;br /&gt;
***Ex: 12 - All dungeons will have Master Quest redesigns.     &lt;br /&gt;
*Damage multiplier &lt;br /&gt;
**Changes the amount of damage taken. &lt;br /&gt;
**OHKO: Link dies in one hit.   &lt;br /&gt;
*Item pool &lt;br /&gt;
**Replaces difficulty. &lt;br /&gt;
**Changes the number of bonus items that are available in the game. &lt;br /&gt;
***Plentiful: Extra major items are added. &lt;br /&gt;
***Balanced: The original item pool. &lt;br /&gt;
***Scarce: Some excess items are removed, including health upgrades. &lt;br /&gt;
***Minimal: Most excess items are removed.     &lt;br /&gt;
*Start with max rupees &lt;br /&gt;
**The player begins the game with 99 rupees.   &lt;br /&gt;
*Start with Deku equipment &lt;br /&gt;
**The player begins the game with 10 Deku sticks and 20 Deku nuts. &lt;br /&gt;
**If playing without shopsanity, the player begins with a Deku shield equipped.   &lt;br /&gt;
*Start with fast travel &lt;br /&gt;
**The player begins the game with the Prelude of Light and Serenade of Water songs learned and the Farore’s Wind spell in the inventory &lt;br /&gt;
**These three items increase Link’s mobility around the map, but don’t actually unlock any new items or areas.   &lt;br /&gt;
*Start with Tycoon wallet &lt;br /&gt;
*Open Zora’s Fountain &lt;br /&gt;
**King Zora is moved to the side from the start of the game. &lt;br /&gt;
**Ruto’s Letter is removed from the item pool and replaced with an Empty Bottle.   &lt;br /&gt;
*Randomize starting time of day &lt;br /&gt;
*Ice traps setting &lt;br /&gt;
**Off: All ice traps are removed. &lt;br /&gt;
**Normal: Only ice traps from base pool are placed. &lt;br /&gt;
**Extra ice traps: Chance to add extra ice traps when junk items are added to the item pool &lt;br /&gt;
**Ice trap mayhem: All junk items added will be ice traps. &lt;br /&gt;
**Ice trap onslaught: All junk items will be ice traps, including ones in the base pool.   &lt;br /&gt;
*New Cosmetics &lt;br /&gt;
**Added options for Sword Trail colors &lt;br /&gt;
***Can set the length of the trails &lt;br /&gt;
***Can set the inner and outer colors &lt;br /&gt;
***Can set color to “Rainbow”   &lt;br /&gt;
**Additional SFX options   &lt;br /&gt;
&lt;br /&gt;
==== Updated Features ====&lt;br /&gt;
&lt;br /&gt;
*Hints distribution. &lt;br /&gt;
**Changes how many useful hints are available in the game. &lt;br /&gt;
**Useless: Has nothing but junk hints. &lt;br /&gt;
**Balanced: Gives you a mix of useless and useful hints. Hints will not be repeated. &lt;br /&gt;
**Strong: Has some duplicate hints and no junk hints. &lt;br /&gt;
**Very Strong: Has only very useful hints. &lt;br /&gt;
**Tournament: Similar to strong but has no variation in hint types.   &lt;br /&gt;
*Frogs Ocarina Game added to always hints. &lt;br /&gt;
*Hints are only in logic once you are able to reach the location of the gossip stone by logic &lt;br /&gt;
**Hints ignore logic if inaccessible.   &lt;br /&gt;
*Foolish choice hint added. &lt;br /&gt;
**Regions that are a foolish choice will not have any required items no matter what route is taken in logic   &lt;br /&gt;
*Big Poes location does not require a hint if count set to 3 or less. &lt;br /&gt;
*Add medallion icons to the Temple of Time altar hint. &lt;br /&gt;
*Add a hint for 0/6 trials if trial count is random. &lt;br /&gt;
*Scrub Shuffle now updates the Business Scrubs’ textboxes with the updated price for buying their item. &lt;br /&gt;
&lt;br /&gt;
==== Updated Options ====&lt;br /&gt;
&lt;br /&gt;
*Chest size matches contents updated &lt;br /&gt;
**Boss keys will be in gold chests &lt;br /&gt;
**Small keys appear in small gold chests   &lt;br /&gt;
*Free Scarecrow’s Song changes &lt;br /&gt;
**Pulling out ocarina near a spot where Pierre can spawn will do so.   &lt;br /&gt;
*Rainbow Bridge changes &lt;br /&gt;
**Spiritual Stones added as bridge requirement &lt;br /&gt;
**100 Gold Skulltula tokens added as bridge requirement   &lt;br /&gt;
*Any location can now be excluded from being required &lt;br /&gt;
*Various advanced tricks has been split into individual tricks to be selected &lt;br /&gt;
*Choose sound effects ocarina uses when played &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Deku and Hylian shields from chests no longer become blue rupees. &lt;br /&gt;
*Force game language to be English even if a Japanese rom is supplied. &lt;br /&gt;
*Door of Time now opens when entering Temple of Time from all spawns. &lt;br /&gt;
*Fix empty bomb glitch. &lt;br /&gt;
*Move item cost to after Player in the spoiler log. &lt;br /&gt;
*Add Wasteland Bombchu Salesman to spoiler log when required for first Bombchus. &lt;br /&gt;
*Fix message text table is too long error when using settings that add a lot of text to the ROM. &lt;br /&gt;
*Kokiri Sword no longer required for fishing as child. &lt;br /&gt;
*Fix Biggoron Sword collection delay. &lt;br /&gt;
*Twinrova phase 2 textbox fix. &lt;br /&gt;
*Switches in Forest and Fire Temple lowered by 1 unit to make it easier to press them. &lt;br /&gt;
*Equipment menu will now show the name of the item you have in the first column. &lt;br /&gt;
*Hover Boots will no longer show up as adult in the first equipment menu slot if a slingshot was not gotten before becoming adult. &lt;br /&gt;
*Ammo items now use the correct item fanfare. &lt;br /&gt;
*Fix chest size matches contents to work for all chests. &lt;br /&gt;
*Removed key for key logic. &lt;br /&gt;
*Removed unused locked door in Water Temple. &lt;br /&gt;
*Scarecrow’s Song should no longer cause softlocks when played in laggy areas. &lt;br /&gt;
*Text error messages no longer display the Pocket Egg text. &lt;br /&gt;
*Ice traps added back to OHKO as the softlock appears fixed. &lt;br /&gt;
*Ganon now says “my castle” instead of “Ganon’s Castle” for light arrow hint. &lt;br /&gt;
*Fix various typos in text &lt;br /&gt;
**Gerudo’s Fortress &lt;br /&gt;
**Zora’s River &lt;br /&gt;
**Red Rupee   &lt;br /&gt;
*“Ganon’s Tower” is now just “Ganon’s Castle”. &lt;br /&gt;
*Dampe’s Gravediggin reward correctly flags collection on pickup. &lt;br /&gt;
*Castle Moat Bridge no longer closes when playing the Zelda Escape cutscene &lt;br /&gt;
*The Skip Escape option is now enforced when enabled, even on deaths to Ganon. &lt;br /&gt;
*Various logic fixes. &lt;br /&gt;
&lt;br /&gt;
==== Multiworld Changes ====&lt;br /&gt;
&lt;br /&gt;
*Maximum player count increased from 31 to 255. &lt;br /&gt;
*Ice traps can now be sent to other worlds. &lt;br /&gt;
*Ganon now tells you the location of your Light Arrows, not the location of some Light Arrows that may exist in your world. &lt;br /&gt;
*Item placement rebalanced so that an item for another player can only be placed on a location that both players can reach in logic. &lt;br /&gt;
&lt;br /&gt;
==== Development Version Changes ====&lt;br /&gt;
&lt;br /&gt;
*Output patch file &lt;br /&gt;
**Creates a binary patch file instead of a ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Patch ROM from file &lt;br /&gt;
**Applies a generated patch file to the base ROM and creates a randomizer ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Settings presets &lt;br /&gt;
**Adds a functionality to save settings strings for future use. &lt;br /&gt;
**Several presets are already provided.   &lt;br /&gt;
*Create settings log if spoiler log is disabled &lt;br /&gt;
*File names no longer include a settings string &lt;br /&gt;
**Instead display a shortened SHA-1 hash of the settings string.   &lt;br /&gt;
*Add option for converting settings to a string and back &lt;br /&gt;
**Only convert the specified settings to a settings string. &lt;br /&gt;
**If a settings string is specified output the used settings instead.   &lt;br /&gt;
*Python 3.5 is no longer supported &lt;br /&gt;
**You must have Python 3.6 or higher installed to run the randomizer code.   &lt;br /&gt;
*Add option to only apply cosmetic patch without generating world data &lt;br /&gt;
*CLI uses a specified settings file instead of taking in each option &lt;br /&gt;
**Uses settings.sav as default if it exists &lt;br /&gt;
**Uses default settings if no settings file is provided and no settings.sav exists.   &lt;br /&gt;
*Version check is no longer a dialog &lt;br /&gt;
**Appears in a frame in the main randomizer window.   &lt;br /&gt;
*Copy settings string button &lt;br /&gt;
*Cosmetic versioning added to rom. Some cosmetics are only applied if they are safe to do so. &lt;br /&gt;
*Major refactor of code &lt;br /&gt;
&lt;br /&gt;
=== v3.0 ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;[https://wiki.ootrandomizer.com/index.php?title=Readme&amp;amp;oldid=184 v3.0 documentation.]&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
(don&#039;t edit the v3.0 documentation for any reason)&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=1590</id>
		<title>Changelog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=1590"/>
		<updated>2020-12-04T18:08:36Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: getting changelog ready for 6.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- === v6.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
**  New save file screen&lt;br /&gt;
***  Relevant items are shown before hitting &#039;Yes&#039; to load, instead of just the hearts, magic, dungeon rewards, and deaths. Icons are solid if the save has the item or faded if not.&lt;br /&gt;
***  Triforce pieces aren&#039;t shown unless the save has at least 1.&lt;br /&gt;
***  The death counter is now placed at the bottom next to a skull.&lt;br /&gt;
**  Updated altar text in the Temple of Time&lt;br /&gt;
***  Now provides rainbow bridge requirements and the shuffle mode of Ganon&#039;s Castle Boss Key (info otherwise available in the seed settings). These are always available at the altar regardless of Maps/Compass settings.&lt;br /&gt;
***  Removed misleading vanilla text from the child altar.&lt;br /&gt;
**  Various Quality of Life improvements&lt;br /&gt;
***  Speed up boulder lifting&lt;br /&gt;
***  Speed up Gold Gauntlet boulder lifting&lt;br /&gt;
***  Speed up learning Windmill song &lt;br /&gt;
***  Speed up learning Malon&#039;s song&lt;br /&gt;
***  Speed up Kakariko gate opening and closing&lt;br /&gt;
***  Twinrova waits for player to reach the top platform before starting, preventing early snipes&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;ROM Options&#039; settings&#039;&#039;&#039;&lt;br /&gt;
**  New Cosmetic Plandomizer&lt;br /&gt;
***  Use a JSON file to set your cosmetics and sound settings.&lt;br /&gt;
***  We&#039;ve added lots of new color options to pick from as well!&lt;br /&gt;
**  Custom settings presets (must be json) can be placed in &amp;lt;code&amp;gt;data/Presets&amp;lt;/code&amp;gt; to be automatically loaded in the GUI.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New &#039;Main Rules&#039; settings and options&#039;&#039;&#039;&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Kakariko Gate&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows configuring how the Kakariko Gate and the Happy Mask Shop will open.&lt;br /&gt;
***  Default (vanilla) behavior requires showing Zelda&#039;s Letter to the guard to open the gate and the shop.&lt;br /&gt;
***  You can configure the gate to be always open or to open automatically upon obtaining the Letter. Both of these options will also open the Happy Mask Shop upon obtaining the Letter.&lt;br /&gt;
**  Entrance Randomizer settings overhaul&lt;br /&gt;
***  &amp;lt;code&amp;gt;Entrance Shuffle&amp;lt;/code&amp;gt; setting replaced with the other independent settings here.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Interior Entrances&amp;lt;/code&amp;gt; : allows a choice of shuffling simple interiors, all interiors, or none.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Grotto Entrances&amp;lt;/code&amp;gt; : allows shuffling grotto/grave entrances.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Dungeon Entrances&amp;lt;/code&amp;gt; : allows shuffling dungeon entrances.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Shuffle Overworld Entrances&amp;lt;/code&amp;gt; : allows shuffling overworld connections.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Owl Drops&amp;lt;/code&amp;gt; : allows randomizing where the owl drops you from each owl spot.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Warp Song Destinations&amp;lt;/code&amp;gt; : allows randomizing (to any entrance, not just warp pads!) where each warp song takes you.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Overworld Spawns&amp;lt;/code&amp;gt; : allows randomizing (per age) where you start when loading a save in the Overworld.&lt;br /&gt;
***  All these shuffles and randomizations are fixed when the seed is generated; within a seed it will always be the same each time.&lt;br /&gt;
**  New options for &amp;lt;code&amp;gt;Shuffle Songs&amp;lt;/code&amp;gt; &lt;br /&gt;
***  This now allows selecting from three options: shuffling in &#039;&#039;&#039;song&#039;&#039;&#039; locations (previously &#039;off&#039;), shuffling in &#039;&#039;&#039;anywhere&#039;&#039;&#039;  (previously &#039;on&#039;), and shuffling in &#039;&#039;&#039;dungeon&#039;&#039;&#039; reward locations (new).&lt;br /&gt;
***  The dungeon reward locations are: the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
***  In multiworld, as before, only the &amp;quot;anywhere&amp;quot; setting will allow songs to be placed in other players&#039; worlds.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Shuffle Medigoron &amp;amp; Carpet Salesman&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
**  New options for Key and Map/Compass Shuffle settings&lt;br /&gt;
***  &amp;quot;Overworld Only&amp;quot; will place keys (or maps/compasses) outside of dungeons.&lt;br /&gt;
***  &amp;quot;Any Dungeon&amp;quot; will allow keys (or maps/compasses) to placed in any dungeon, not just the dungeon they belong to!&lt;br /&gt;
***  &amp;quot;Dungeon Only&amp;quot; is renamed &amp;quot;Own Dungeon&amp;quot; for clarity.&lt;br /&gt;
***  Gerudo Fortress Small Keys are configured in a separate setting.&lt;br /&gt;
**  New options for &amp;lt;code&amp;gt;Rainbow Bridge&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Ganon&#039;s Boss Key on Light Arrows Cut Scene&amp;lt;/code&amp;gt; .&lt;br /&gt;
***  Sliders allow customizing the exact number of stones/medallions/dungeons/tokens required.&lt;br /&gt;
***  Ganon&#039;s BK on LACS can now be set to require Gold Skulltula Tokens.&lt;br /&gt;
***  &amp;lt;code&amp;gt;Randomize Main Rules&amp;lt;/code&amp;gt; won&#039;t randomize slider values.&lt;br /&gt;
***  Conditional-always hints check for whether 2 or more dungeon rewards are required, as a backstop.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;Other&#039; settings&#039;&#039;&#039;&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Skip Child Zelda&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Skips the Hyrule Castle visit as child, returning Malon and Talon to Lon Lon Ranch and granting Zelda&#039;s Letter and the song that Impa provides at the start of the game.&lt;br /&gt;
***  Depending on the &amp;lt;code&amp;gt;Kakariko Gate&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Complete Mask Quest&amp;lt;/code&amp;gt; settings, may also start with the gate and shop open and masks available.&lt;br /&gt;
***  Removes the Weird Egg (and prevents &amp;lt;code&amp;gt;Shuffle Weird Egg&amp;lt;/code&amp;gt; ).&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Skip Some Minigame Phases&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows getting both rewards for Horseback Archery and Dampé Race in a single go!&lt;br /&gt;
***  Replaces the &amp;lt;code&amp;gt;Skip First Dampé Race&amp;lt;/code&amp;gt; setting.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Complete Mask Quest&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Marks all the mask sales complete so that the shop has all masks available to borrow as soon as it opens.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Fast Bunny Hood&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows manual toggling on/off of the 1.5x speed boost from MM.&lt;br /&gt;
**  New &amp;quot;Hint Distribution&amp;quot; customization options&lt;br /&gt;
***  Old hardcoded hint distributions are now defined by json files in &amp;lt;code&amp;gt;data/Hints&amp;lt;/code&amp;gt; .&lt;br /&gt;
***  Custom hint distributions can be added to this folder, or defined directly in Plando files.&lt;br /&gt;
***  Many locations that did not previously have item hints now have hints, in case a custom hint distribution makes use of them.&lt;br /&gt;
***  Using the hint distribution &amp;quot;Bingo&amp;quot; allows setting a &amp;quot;Bingosync URL&amp;quot; to build hints for the specific OoTR Bingo board. Otherwise it&#039;s a generic hint distribution for OoTR Bingo.&lt;br /&gt;
**  Hint distributions can configure groups of stones to all have the same hint, and can also disable stones from receiving useful hints (give them junk hints instead).&lt;br /&gt;
**  Tournament hint distribution changes&lt;br /&gt;
***  Grotto stones are disabled and only provide junk hints.&lt;br /&gt;
***  Zelda&#039;s Lullaby is never considered for Way of the Hero hints.&lt;br /&gt;
***  Only &amp;quot;always&amp;quot;, &amp;quot;Barren&amp;quot;, and &amp;quot;WotH&amp;quot; hints have duplicates now.&lt;br /&gt;
***  &amp;quot;Barren&amp;quot; hints will typically be split evenly between dungeon and overworld areas.&lt;br /&gt;
***  Number of unique hints of each type are now (not counting seed-dependent hint types like &#039;always&#039; and &#039;trial&#039;): 4 WotH, 2 barren, 5(remainder) sometimes.&lt;br /&gt;
***  The previous Tournament hint distribution has been renamed &amp;quot;Scrubs Tournament&amp;quot;.&lt;br /&gt;
**  New setting &amp;lt;code&amp;gt;Hero Mode&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Allows playing without heart drops from enemies or objects. Good luck!!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cosmetics/SFX&#039;&#039;&#039;&lt;br /&gt;
**  New cosmetic settings for HUD button colors&lt;br /&gt;
***  These can all be set independently, defaulting to the N64 colors.&lt;br /&gt;
**  New cosmetic setting &amp;lt;code&amp;gt;Item Model Colors Match Cosmetics&amp;lt;/code&amp;gt; &lt;br /&gt;
***  Freestanding models like heart containers, gauntlets, and heart/magic drops will match their respective color settings.&lt;br /&gt;
***  Tunics are not affected, in order to keep freestanding tunics recognizable.&lt;br /&gt;
**  Navi Colors section renamed &amp;quot;Misc. Colors&amp;quot;&lt;br /&gt;
***  Navi and sword trails options are now in this section, along with:&lt;br /&gt;
***  New &amp;quot;Rainbow&amp;quot; option in all Navi color settings.&lt;br /&gt;
***  New Boomerang trail inner &amp;amp; outer color settings, including a &amp;quot;Rainbow&amp;quot; option.&lt;br /&gt;
***  New Bombchu trail inner &amp;amp; outer color settings, including a &amp;quot;Rainbow&amp;quot; option.&lt;br /&gt;
***  New Mirror Shield Frame color setting.&lt;br /&gt;
**  Added options to &amp;lt;code&amp;gt;Background Music&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Fanfares&amp;lt;/code&amp;gt; for randomly selecting only from [[Readme#Custom Music and Fanfares | custom music]].&lt;br /&gt;
  &lt;br /&gt;
==== Updated Settings/Tricks ====&lt;br /&gt;
*  &amp;lt;code&amp;gt;Lens of Truth&amp;lt;/code&amp;gt; setting has been removed and replaced with several independent tricks.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Lensless Wasteland&amp;lt;/code&amp;gt; : assumes you can navigate the Wasteland to the Colossus without the Lens of Truth.&lt;br /&gt;
**  &amp;lt;code&amp;gt;&amp;lt;Area&amp;gt; without Lens of Truth&amp;lt;/code&amp;gt; : assumes you can complete the given area without the Lens of Truth. Note that MQ and Vanilla dungeons have separate tricks.&lt;br /&gt;
**  Shadow Temples are split into two separate areas for these tricks.&lt;br /&gt;
**  Glitchless logic now requires Lens (or an appropriate trick) for some checks, particularly in Shadow Temple.&lt;br /&gt;
**  Glitched logic may sometimes assume you can do something without lens regardless of trick settings.&lt;br /&gt;
*  New tricks&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern Vines GS from Below with Longshot&amp;lt;/code&amp;gt; - use the Longshot to avoid the staircase.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Forest Temple First Room GS with Difficult-to-Use Weapons&amp;lt;/code&amp;gt; - use a sword or Deku Sticks to jumpslash, or Bombs as child.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Spirit Temple Main Room Jump from Hands to Upper Ledges&amp;lt;/code&amp;gt; - make a precise jump without Hookshot or Hover Boots.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Falling Platform Room GS with Boomerang&amp;lt;/code&amp;gt; - use the Boomerang from the very edge of the platform.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Death Mountain Trail Climb with Hover Boots&amp;lt;/code&amp;gt; - get past the boulders without destroying them.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Zora&#039;s Domain GS with No Additional Items&amp;lt;/code&amp;gt; - use only a jumpslash.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Ice Cavern Block Room GS with Hover Boots&amp;lt;/code&amp;gt; - reach the GS with the Hover Boots to jumpslash it.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Hyrule Castle Storms Grotto GS with Just Boomerang&amp;lt;/code&amp;gt; - make a precise throw with the Boomerang to send it behind the wall.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Central Pillar GS with Farore&#039;s Wind&amp;lt;/code&amp;gt; - cast inside the pillar before raising the water level. *Previously assumed in logic!*&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Central Pillar GS with Iron Boots&amp;lt;/code&amp;gt; - unlock the door on the middle level before raising the water.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Dragon Statue Switch from Above the Water as Adult&amp;lt;/code&amp;gt; - trigger the switch from dry land, then use Iron Boots, any Scale, or a jump dive coming from the river.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Dragon Statue Switch from Above the Water as Child&amp;lt;/code&amp;gt; - same but for child. The Scale dive is very precise.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Goron City Grotto with Hookshot While Taking Damage&amp;lt;/code&amp;gt; - brave the heat, but be quick.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern Two Scrub Room with Strength&amp;lt;/code&amp;gt; - position a block correctly and adult can bring a bomb flower to the wall.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Shadow Temple Falling Spikes GS with Hover Boots&amp;lt;/code&amp;gt; - make a precise move to get on the falling spikes, then another precise move to grab the token.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Deku Tree MQ Roll Under the Spiked Log&amp;lt;/code&amp;gt; - roll at the right time to shrink your hintbox. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Bottom of the Well MQ Jump Over the Pits&amp;lt;/code&amp;gt; - Use a sidehop or backflip to jump over the pits. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple MQ Central Pillar with Fire Arrows&amp;lt;/code&amp;gt; - Angled torches have hard-to-hit hitboxes. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Forest Temple MQ Twisted Hallway Switch with Jump Slash&amp;lt;/code&amp;gt; - Hit the switch from above with a jump slash, after getting in place with Hover Boots or some glass blocks. &#039;&#039;Previously assumed in logic!&#039;&#039;&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots&amp;lt;/code&amp;gt; - Hover Boots can get you up from a crate.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Lower to Upper Lizalfos Maze with Precise Jump&amp;lt;/code&amp;gt; - You can even jump up from a crate without the Hover Boots!&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Above Flame Wall Maze GS from Below with Longshot&amp;lt;/code&amp;gt; - Point the Longshot at the right pointin the ceiling to obtain the token.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Shadow Temple MQ Invisible Blades Silver Rupees without Song of Time&amp;lt;/code&amp;gt; - Get a boost from a Like Like into a silver rupee, but don&#039;t die in the process.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Deku Tree MQ Compass Room GS Boulders with Just Hammer&amp;lt;/code&amp;gt; - Jump slash from the top of the vines.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Spirit Temple MQ Sun Block Room as Child without Song of Time&amp;lt;/code&amp;gt; - Throw a crate onto the switch to unbar the door briefly.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple MQ North Basement GS without Small Key&amp;lt;/code&amp;gt; - There&#039;s an invisible Hookshot target you can use.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Death Mountain Trail Lower Red Rock GS with Hover Boots&amp;lt;/code&amp;gt; - Kill the Skulltula, get on the fence, and then backflip onto the the rock.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Ice Cavern MQ Red Ice GS without Song of Time&amp;lt;/code&amp;gt; - Side-hop into the right place and you have a brief amount of time to use Blue Fire.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Kakariko Rooftop GS with Hover Boots&amp;lt;/code&amp;gt; - Some tricky movements with the Hover Boots can get you up onto Impa&#039;s House.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern MQ Light the Eyes with Strength&amp;lt;/code&amp;gt; - You have to move very quickly to light the eyes with a Bomb Flower.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Dodongo&#039;s Cavern MQ Back Areas as Child without Explosives&amp;lt;/code&amp;gt; - Use pots, Armos, etc to progress through the room. Not relevant without &amp;quot;Light the Eyes with Strength&amp;quot; above, which is much harder for child.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Trial MQ with Hookshot&amp;lt;/code&amp;gt; - Hit the target from a precise position with precise aim.&lt;br /&gt;
*  Removed tricks&lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Boss Key Chest with Iron Boots&amp;lt;/code&amp;gt; &lt;br /&gt;
**  &amp;lt;code&amp;gt;Water Temple Dragon Statue with Bombchu&amp;lt;/code&amp;gt; - superseded by the new Dragon Statue tricks.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Bottom of the Well Like Like GS without Boomerang&amp;lt;/code&amp;gt; - the Like Like can be permanently killed, so this isn&#039;t logically valid.&lt;br /&gt;
*  Changed Tricks&lt;br /&gt;
**  Burning the two vertical webs in the Deku Tree basement with bow is now default logic. The relevant trick has been renamed to &amp;lt;code&amp;gt;Deku Tree Basement Web to Gohma with Bow&amp;lt;/code&amp;gt; to reflect that it now only applies to the web immediately before Gohma.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Reach Forest Temple MQ Twisted Hallway Switch with Hookshot&amp;lt;/code&amp;gt; - renamed &amp;lt;code&amp;gt;Forest Temple MQ Twisted Hallway Switch with Hookshot&amp;lt;/code&amp;gt; .&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Boulder Maze Side Room without Box&amp;lt;/code&amp;gt; - renamed &amp;lt;code&amp;gt;Fire Temple MQ Lizalfos Maze Side Room without Box&amp;lt;/code&amp;gt; .&lt;br /&gt;
**  &amp;lt;code&amp;gt;Fire Temple MQ Big Lava Room Blocked Door without Hookshot&amp;lt;/code&amp;gt; - can be done without damage, so it&#039;s now allowed in OHKO.&lt;br /&gt;
**  &amp;lt;code&amp;gt;Forest Temple Scarecrow Route&amp;lt;/code&amp;gt; - renamed &amp;lt;code&amp;gt;Forest Temple East Courtyard Door Frame with Hover Boots&amp;lt;/code&amp;gt; and can be done in Vanilla or MQ.&lt;br /&gt;
*  Tricks can be filtered in the GUI using a new dropdown.&lt;br /&gt;
*  Easy and Hell Mode presets have been updated to add in the new features and/or tricks as relevant!&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
*  Stealing Epona no longer crashes with the Fast Epona Race setting when you have Epona&#039;s Song but no ocarina.&lt;br /&gt;
*  Bunny Hood speed bonus now applies correctly in cases other than child running at full speed.&lt;br /&gt;
*  Avoid crashing on some systems when using child items as adult.&lt;br /&gt;
*  Ensure Ice Traps have valid models if they can be seen.&lt;br /&gt;
*  Limit Kokiri Tunic RGB values in Glitched Logic to prevent Weirdshot crashes.&lt;br /&gt;
*  Prevent Gerudo guards from throwing child Link in jail.&lt;br /&gt;
*  Fix hints not being readable on Mask of Truth setting.&lt;br /&gt;
*  Prevent Collection Delay from the Carpenter Boss when mashing through the text with an item in hand.&lt;br /&gt;
*  Gray note songs do not play back when learning them, adding consistency and preventing Sun&#039;s Song from causing bugs. With this set of changes to song learning, Sun&#039;s Song can now be played right after you learn it and it will function properly.&lt;br /&gt;
*  Empty Bomb fix improved to work in all scenarios.&lt;br /&gt;
*  Fast warp song hack now sets transition to white fade for consistency.&lt;br /&gt;
*  Royal Family Tomb moves out of the way instantly.&lt;br /&gt;
*  Fix Zelda from being frozen at the start of the final battle.&lt;br /&gt;
*  Fix (hopefully) any remaining issues fishing on BizHawk.&lt;br /&gt;
*  Drop Ruto before entering Big Octo room if the miniboss has been defeated.&lt;br /&gt;
*  Prevent an errant &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; from showing up in Triforce Hunt.&lt;br /&gt;
*  Move the Stone of Agony indicator above any small keys if both are present.&lt;br /&gt;
*  Fix model/icon colors in &amp;lt;code&amp;gt;Item Model Colors Match Cosmetics&amp;lt;/code&amp;gt; not returning to default with a cosmetic patch setting them to defaults.&lt;br /&gt;
*  Ensure Ganondorf always hints one of the first reachable Light Arrows.&lt;br /&gt;
*  Don&#039;t require that child can reach Ganondorf in order for Light Arrows not to be hinted WotH.&lt;br /&gt;
*  Allow playthrough to collect a second &#039;Bottle with Letter&#039; as its first empty bottle.&lt;br /&gt;
*  Fix some issues with &amp;lt;code&amp;gt;Randomize Main Rules&amp;lt;/code&amp;gt; :&lt;br /&gt;
**  Closed Forest implies starting as child.&lt;br /&gt;
**  Triforce Hunt won&#039;t accidentally place the Boss Key for Ganon&#039;s Castle.&lt;br /&gt;
**  Other conflicts are now prevented.&lt;br /&gt;
*  Fix a rare issue in ER with using time-passing regions to gain new access.&lt;br /&gt;
*  Fix a rare issue where settings strings weren&#039;t allocated enough bits.&lt;br /&gt;
*  Fix the version number in the ROM header being potentially wrong after patching.&lt;br /&gt;
*  Fix the CRC for uncompressed ROMs.&lt;br /&gt;
*  The seed generator can now retry a few times in case of failure.&lt;br /&gt;
*  Exclude a line from text shuffle so the Malon race is completable.&lt;br /&gt;
*  Minor plandomizer fixes and improvements.&lt;br /&gt;
*  Various logic fixes.&lt;br /&gt;
&lt;br /&gt;
==== Other Changes ====&lt;br /&gt;
*  Most locations and a few items have been renamed to improve spoiler output and standardize.&lt;br /&gt;
**  This will break settings and distribution files from previous versions that reference these locations and items.&lt;br /&gt;
*  Reordered locations more naturally in the locations part of the spoiler.&lt;br /&gt;
*  Default for &amp;lt;code&amp;gt;Shuffle Weird Egg&amp;lt;/code&amp;gt; is now off.&lt;br /&gt;
*  In-game hints overhaul.&lt;br /&gt;
*  File 3 has been removed from generated ROMs to free up some space.&lt;br /&gt;
*  The Zora Sapphire in Jabu Jabu&#039;s Big Octo room is now the actual dungeon reward.&lt;br /&gt;
*  The number of Triforces available in Triforce Hunt now rounds to the nearest whole number instead of the nearest whole **even**  number.&lt;br /&gt;
*  &amp;quot;No Logic&amp;quot; seeds can now disable locations.&lt;br /&gt;
*  Cosmetic logs contain the display names of SFX instead of their internal key names.&lt;br /&gt;
*  Performance improvements to seed generation.&lt;br /&gt;
*  Generator GUI updated to use node-sass 4.14.1.&lt;br /&gt;
*  Updated development n64 compilation process to use latest available toolchain.&lt;br /&gt;
*  Changed some C code to support GCC 10 in development n64 compilation.&lt;br /&gt;
*  Added decompressor source and updated Decompress binaries.&lt;br /&gt;
*  OoTRandomizer.py returns an error code on failure to interact better with user scripting.&lt;br /&gt;
*  Plandomizer distribution files are copied to the Output directory next to the Spoiler and Cosmetics logs.&lt;br /&gt;
*  Mweep.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
=== v5.2 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
* Triforce Hunt&lt;br /&gt;
** Collect some number of Triforce Pieces to beat the game instead of beating Ganon.&lt;br /&gt;
** Multiworld Triforce counts are collective, so once the total is reached across all players everyone wins.&lt;br /&gt;
** If enabled via randomizing main rules, the count is always 20.&lt;br /&gt;
* Separate Double Defense model&lt;br /&gt;
** Now appears as a color-shifted version of the Heart Container, with a transparent interior and prominent gold border.&lt;br /&gt;
* Visual Stone of Agony indicator&lt;br /&gt;
** When the player has the Stone of Agony, it will appear on-screen above the rupee count when the player is near a hidden grotto.&lt;br /&gt;
** The icon vibrates based on proximity to the grotto entrance, similar to the rumble pak.&lt;br /&gt;
** A real rumble pak is not required.&lt;br /&gt;
* Starting Inventory&lt;br /&gt;
** A new tab in the GUI allows setting initial inventory, without having to create a Plandomizer file.&lt;br /&gt;
** Items are divided into sections in the GUI based on category.&lt;br /&gt;
** Trade quest items, Gerudo Membership Card, Scarecrow Song not included.&lt;br /&gt;
*** To start with the Gerudo Membership Card, set &amp;lt;code&amp;gt;Gerudo Fortress&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Open Fortress&amp;lt;/code&amp;gt; and disable &amp;lt;code&amp;gt;Shuffle Gerudo Card&amp;lt;/code&amp;gt; (‘Main Rules’ tab).&lt;br /&gt;
*** To start with the Scarecrow Song, enable &amp;lt;code&amp;gt;Free Scarecrow&#039;s Song&amp;lt;/code&amp;gt; (‘Other’ tab).&lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
* Open Zora Fountain now has an open only adult option.&lt;br /&gt;
* Added a new setting &amp;lt;code&amp;gt;Ice Trap Appearance&amp;lt;/code&amp;gt; to select whether ice traps appear as major items (the default), junk items, or anything. This appearance can affect chest size with &amp;lt;code&amp;gt;Chest Size Matches Contents&amp;lt;/code&amp;gt; enabled.&lt;br /&gt;
* Removed settings &amp;lt;code&amp;gt;Start with Fast Travel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Start with Tycoon&#039;s Wallet&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Start with Deku Equipment&amp;lt;/code&amp;gt;.&lt;br /&gt;
** These have been replaced with settings in the “Starting Inventory” tab.&lt;br /&gt;
* New settings &amp;lt;code&amp;gt;Start with Consumables&amp;lt;/code&amp;gt; (enable to start with max Sticks, Nuts, and ammo), &amp;lt;code&amp;gt;Starting Hearts&amp;lt;/code&amp;gt; (changes starting max health).&lt;br /&gt;
* New list settings &amp;lt;code&amp;gt;Starting Equipment&amp;lt;/code&amp;gt; (swords, shields, strength, etc.), &amp;lt;code&amp;gt;Starting Items&amp;lt;/code&amp;gt; (c-items), &amp;lt;code&amp;gt;Starting Songs&amp;lt;/code&amp;gt; (songs).&lt;br /&gt;
* Logic now requires Stone of Agony to access any hidden grotto.&lt;br /&gt;
** A new trick &amp;lt;code&amp;gt;Hidden Grottos without Stone of Agony&amp;lt;/code&amp;gt; will bypass this.&lt;br /&gt;
** Stone of Agony is now only considered a useless item (for barren areas) when this trick is on and Gossip Stones do not use it.&lt;br /&gt;
* Added a new trick &amp;lt;code&amp;gt;Goron City Spinning Pot PoH with Strength&amp;lt;/code&amp;gt;, which allows stopping the Spinning Pot using a bomb flower.&lt;br /&gt;
* Hell Mode preset includes both the above tricks.&lt;br /&gt;
* Tricks enabled/disabled in a Plandomizer file now take precedence over Tricks in ‘Detailed Logic’, even if the Plandomizer file has an empty list.&lt;br /&gt;
** An empty list means the seed will be beatable without any tricks.&lt;br /&gt;
** If there’s no &amp;lt;code&amp;gt;allowed_tricks&amp;lt;/code&amp;gt; item in the file, the Detailed Logic tricks apply instead.&lt;br /&gt;
** If there is an &amp;lt;code&amp;gt;allowed_tricks&amp;lt;/code&amp;gt; list in the file, it will not be possible to disable any of the enabled tricks (or enabling more) without editing the file.&lt;br /&gt;
&lt;br /&gt;
==== Other Changes ====&lt;br /&gt;
&lt;br /&gt;
* Cosmetic heart color setting now applies in the file select screen.&lt;br /&gt;
* Cosmetic tunic color setting now applies to the icons in the pause menu.&lt;br /&gt;
* Non-Always Location hints cannot be placed for an area that already has a Foolish hint.&lt;br /&gt;
** If the location hint is placed first, then it can still appear in a foolish hinted area, however in Tournament hint distribution the Foolish hints are placed first so that cannot happen.&lt;br /&gt;
* The location containing Light Arrows will be considered a hinted location if Ganondorf’s hint can be reached without them.&lt;br /&gt;
* Ganondorf no longer hints at his Boss Key chest contents, except when Light Arrows don’t exist (only possible in Triforce Hunt).&lt;br /&gt;
* Improved Entrance Randomizer hints.&lt;br /&gt;
* Updated Compressor. The GUI progress bar is now granular. If for some reason, the rom won’t fit into 32MB, then the compressor will increase the output size.&lt;br /&gt;
* Revised some settings tooltips.&lt;br /&gt;
* Refactored Logic once again. It now uses helper json rules and rules can reference other rules.&lt;br /&gt;
* Disabled settings don’t show up in the spoiler.&lt;br /&gt;
* Plando will now accept JSON lists for &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; in the location dictionary to randomly choose between for placement.&lt;br /&gt;
** Attempts to not exceed item pool values until all the pool counts for the items in the list are reached.&lt;br /&gt;
* Plando locations are matched without regard to case.&lt;br /&gt;
* “Start with” settings are now handled by the Plando library.&lt;br /&gt;
* Further seed generation speed improvements.&lt;br /&gt;
* The main search algorithm was renamed Search (from Playthrough) to avoid confusion with the spoiler playthrough.&lt;br /&gt;
* General code cleanup and typo fixes.&lt;br /&gt;
* Added more Plando unittests.&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
* Minor stability fix in Plando.&lt;br /&gt;
* Spoilers for plando’d seeds now correctly show the tricks enabled for the seed.&lt;br /&gt;
* Plando no longer occasionally attempts to place an item on a location where it’s not allowed.&lt;br /&gt;
* Plando starting items and items set in specific locations now count toward the pool allocation. (Starting items are replaced with junk.)&lt;br /&gt;
* Plando now refuses to place more than the maximum amount of bottles, adult trade items, shop items, or total non-junk items.&lt;br /&gt;
* Plando no longer places Ice Traps as Junk if &amp;lt;code&amp;gt;Ice Traps&amp;lt;/code&amp;gt; is set to ‘off’.&lt;br /&gt;
* Other various Plando bug fixes.&lt;br /&gt;
* Starting items for adult that auto-equip should do so correctly now. (Non-Kokiri Tunics won’t autoequip at the moment.)&lt;br /&gt;
* Fixed two chests in MQ Shadow Temple that had swapped names in plando and spoilers.&lt;br /&gt;
* Removed (unnecessarily) duplicated/overlapping hints.&lt;br /&gt;
* Hints that should come in multiples (duplicates) no longer come in singletons in certain corner cases.&lt;br /&gt;
* Randomizing main rules now works correctly.&lt;br /&gt;
* Removed a misleading random “trials” value from the non-randomized settings in the spoiler.&lt;br /&gt;
* Fix seed values with spaces no longer working.&lt;br /&gt;
* Removed a mispasted option description from Gauntlets colors tooltips.&lt;br /&gt;
* Major armips fix should prevent some crashes in Dev builds. (Devs: required armips version &amp;amp;gt;= 0.10.0-68-g8669ffd)&lt;br /&gt;
* Miscellaneous logic fixes.&lt;br /&gt;
* Other bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== v5.1 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Skip first Dampé Race &lt;br /&gt;
**Allows getting both rewards in one race if the 60 second target is cleared   &lt;br /&gt;
*Rupee Icon Color changes based on your current wallet upgrade&lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
*Improved Ear Safe to be less painful &lt;br /&gt;
*Tokensanity: Overworld Only &lt;br /&gt;
**Shuffles Gold Skultulla Tokens in the overworld to complement Dungeons Only   &lt;br /&gt;
*Configurable Skulltula target for the Bridge Requirement &lt;br /&gt;
**Randomize Main Rule Settings still allows setting the MQ Dungeon Count &lt;br /&gt;
**Always Guaranteed Hints are now determined conditionally based on settings   &lt;br /&gt;
*Default Presets are updated to better reflect first time beginner settings &lt;br /&gt;
**The previous Beginner Preset is renamed to Easy Preset&lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Improve stability of music related features (Fanfare shuffle is back!) &lt;br /&gt;
*Fix &amp;quot;...???&amp;quot; textboxes at the entrance of Great Fairies &lt;br /&gt;
*In the unlikely event Tournament Hints runs out of hints, the remaining hints are filled with more &amp;quot;Sometimes Good&amp;quot; hints. If those *run out as well then it will fill with &amp;quot;Random Locations&amp;quot; hints. &lt;br /&gt;
*The Gerudo Valley Crate PoH as Adult with Hover Boots trick now properly takes OHKO into account. &lt;br /&gt;
*Minor GUI tweaks &lt;br /&gt;
*Improve error feedback in GUI and Rules JSON &lt;br /&gt;
&lt;br /&gt;
=== v5.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*New Electron GUI &lt;br /&gt;
**New GUI now utilizes both Python and Node to bring you an even better interface &lt;br /&gt;
**Now requires Node (with NPM), in addition to the Python requirement   &lt;br /&gt;
*&amp;lt;u&amp;gt;[[Glitched_Logic|Glitched Logic]]&amp;lt;/u&amp;gt; &lt;br /&gt;
**New Logic Rules option that takes movement glitches into consideration   &lt;br /&gt;
*&amp;lt;u&amp;gt;[[Entrance_Randomizer|Entrance Randomizer]]&amp;lt;/u&amp;gt; &lt;br /&gt;
**Randomize entrances/loading zones &lt;br /&gt;
**Entrances are connected bidirectionally, and only shuffled with other entrances of the same pool &lt;br /&gt;
**Ability to randomize entrances (loading zones) among multiple pools: &lt;br /&gt;
***`Dungeons Only`: All Dungeons except Ganon&#039;s Castle &lt;br /&gt;
***`Simple Indoors`: Dungeons; as well as Houses, Great Fairies, all Open and &amp;lt;u&amp;gt;[http://www.zeldaspeedruns.com/oot/generalknowledge/hidden-grottos Hidden Grottos]&amp;lt;/u&amp;gt; (including small Fairy Fountains and the Lost Woods Stage), and Graves. &lt;br /&gt;
***`All Indoors`: Dungeons and Simple Indoors, as well as Link’s House, the Temple of Time, the Windmill, and Dampe’s Grave. &lt;br /&gt;
***`All Indoors &amp;amp; Overworld Entrances`: Almost all loading zones connecting overworld areas, including Owls   &lt;br /&gt;
**Deku Tree, Fire Temple, and Bottom of the Well dungeon entrances are accessible as both ages   &lt;br /&gt;
*Starting Age Option &lt;br /&gt;
**Can now start as child, adult, or random   &lt;br /&gt;
*Plan-domizer &lt;br /&gt;
**Create a custom seed by placing items, hints and/or entrances where you want them &lt;br /&gt;
**Customize starting items, item pools, active trials and Master Quest dungeons &lt;br /&gt;
**Plandomizer files match the spoiler log JSON format   &lt;br /&gt;
*Additional Customization &lt;br /&gt;
**Additional Background Music Sequences can now be provided to be shuffled in &lt;br /&gt;
**Fanfares randomization &lt;br /&gt;
**Customizable Heart, Magic Meter, and Gauntlet colors &lt;br /&gt;
**Separate inner and outer Navi colors   &lt;br /&gt;
*Added `Randomize Main Rules` option &lt;br /&gt;
*Cow Sanity &lt;br /&gt;
**Playing Epona&#039;s Song for a cow for the first time gives a randomized item.   &lt;br /&gt;
*Shuffle Magic Beans &lt;br /&gt;
**A pack of 10 beans is shuffled into the pool and the Bean Salesman sells a random item once for 60 rupees.   &lt;br /&gt;
*Cucco Count &lt;br /&gt;
**The number of cuccos to be gathered for Anju can be reduced or randomized, and Anju will tell you in-game the target number to catch (similar to 10 Big Poes).   &lt;br /&gt;
*Enable Useful Cutscenes prevents some useful cutscenes from being skipped &lt;br /&gt;
**Re-enables Poes at Forest Temple, Darunia at Fire Temple, and Twinrova at Spirit Temple   &lt;br /&gt;
&lt;br /&gt;
==== Major Changes ====&lt;br /&gt;
&lt;br /&gt;
*Seeds generation is significantly faster &lt;br /&gt;
*Major refactor of logic for performance and ER &lt;br /&gt;
*Spoiler log is now in JSON format &lt;br /&gt;
*Log files are produced in `Logs` during generation to record any errors. &lt;br /&gt;
*Major Logic Changes &lt;br /&gt;
**Desert Colossus Hands are now logically part of Spirit Temple &lt;br /&gt;
**Added the ability to enter drain the Lake Hylia water as Adult after beating Morpha using a new Gossip Stone near the Serenade Warp Pad. Entering Water Temple with Gold Scale and Longshot is now always in logic, however no locations are accessible without additional tricks, Keysanity/Keysy, or Iron Boots. &lt;br /&gt;
**Disabled Locations will always hold Junk items (except song locations if songs are not shuffled with items)   &lt;br /&gt;
*Gameplay Changes &lt;br /&gt;
**Mechanically, Hot Rodder Goron no longer checks for Bomb Bag &lt;br /&gt;
**Wearing Bunny Hood increases running speed to match backwalking speed &lt;br /&gt;
**All Gerudo now check for Gerudo Membership Card instead of Carpenters being freed &lt;br /&gt;
***This only affects when `Shuffle Gerudo Card` is enabled or in Entrance Randomizer &lt;br /&gt;
***In the affected modes, a Gerudo is added behind the Wasteland gate who can open the gate   &lt;br /&gt;
**Removed RNG from Fishing Minigame &lt;br /&gt;
***Note: The optimal strategy is to have the line stationary for the fish to bite   &lt;br /&gt;
**Can now cast Farore&#039;s Wind and play Warp Songs from within Gerudo Training Grounds and all of Ganon&#039;s Castle   &lt;br /&gt;
*Hint Changes &lt;br /&gt;
**Every generic grotto gossip stone has their own hint. &lt;br /&gt;
**The &amp;quot;Very Strong&amp;quot; hint setting can now give multiple Foolish dungeon hints. &lt;br /&gt;
**The “Tournament” hint setting was revised to utilize all 40 hint stones. &lt;br /&gt;
***Increased to 5 WOTH hints (with a new maximum of 2 Dungeon regions hinted); increased to 3 Foolish hints; Skull Mask added to Tournament hints’ Always hints; 5 Sometimes hints; all hints in this distribution are duplicated onto two Gossip Stones.     &lt;br /&gt;
*Cutscene Changes &lt;br /&gt;
**Burning Kakariko Cutscene can be triggered when entering Kakariko Village from any entrance. &lt;br /&gt;
**Speedup Owl Flying cutscenes to be almost instant. &lt;br /&gt;
**Enable Useful Cutscenes setting added (see above in New Features)   &lt;br /&gt;
&lt;br /&gt;
==== Updated Settings ====&lt;br /&gt;
&lt;br /&gt;
*Filter added to `Location Exclusion` dropdown &lt;br /&gt;
*More tricks added to the `Enable Tricks` dropdown &lt;br /&gt;
*Shuffle Gerudo Card can now be enabled alongside Open Gerudo Fortress. &lt;br /&gt;
*Forest Options &lt;br /&gt;
**`Closed Deku`: Open Forest except Mido still blocks the Deku Tree   &lt;br /&gt;
*Dungeon Item Options &lt;br /&gt;
**Added `Vanilla` placement option for small keys, boss keys and maps/compasses   &lt;br /&gt;
*Ganon&#039;s Boss Key &lt;br /&gt;
**Split Ganon’s Boss Key settings from the rest of the Boss Keys setting &lt;br /&gt;
**Added LACS options that place the key there. &lt;br /&gt;
***This allows playing with open bridge while still requiring dungeon completion   &lt;br /&gt;
**This replaces the Remove Ganon’s Boss Door Lock option   &lt;br /&gt;
*Plentiful Item Pool &lt;br /&gt;
**Duplicate Letter in a Bottle added to plentiful item pool   &lt;br /&gt;
*With `Start With Max Rupees` option enabled, wallet upgrades items now fill to max rupees &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*No longer able to buy Bombchus with only bomb bag when Bombchus in logic &lt;br /&gt;
*Dampé freestanding Piece of Heart no longer requires opening the chest &lt;br /&gt;
*Buying Piece of Heart/Heart Container fully heals Link &lt;br /&gt;
*Learning Sun&#039;s Song from Malon no longer causes a softlock &lt;br /&gt;
*Castle and Gerudo guards can no longer cause softlock when catching you &lt;br /&gt;
*Vanilla shop items have correct price in spoiler log with shopsanity enabled &lt;br /&gt;
*Fixed Song of Storms not being usable in Sacred Forest Meadow immediately after learning it &lt;br /&gt;
*Improved Bottled Fairy logic rules for OHKO in ER &lt;br /&gt;
*Fixed `Starting Time of Day` times to better reflect their descriptions with the in-game state &lt;br /&gt;
**`Night` options will spawn Skulltulas   &lt;br /&gt;
*Add compatibility support for Python 3.8 &lt;br /&gt;
*Improved Spoiler Logs for Multiworlds with differing Random settings between worlds &lt;br /&gt;
*Lab Dive now completable even with Eyedrops in your possession &lt;br /&gt;
*Great Fairy cutscene no longer plays on additional visits for health and magic refills. &lt;br /&gt;
*Running Man can now fill a Tycoon’s wallet when buying the Bunny Hood from the player &lt;br /&gt;
&lt;br /&gt;
=== v4.0 ===&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Quick boot equips &lt;br /&gt;
**Use D-pad left to equip Iron Boots if they’re in the inventory, or D-pad right to equip Hover Boots if they’re in the inventory. &lt;br /&gt;
**Press the button again to equip Kokiri Boots.   &lt;br /&gt;
*Quick Ocarina &lt;br /&gt;
**Use D-pad down to pull out the Ocarina   &lt;br /&gt;
*Freestanding models &lt;br /&gt;
**All freestanding item locations now display the model of the item you will receive.   &lt;br /&gt;
*Ice traps now work from any location &lt;br /&gt;
**In freestanding locations, appears as a random major item &lt;br /&gt;
**In shops, appears as a random major item with a misspelling.   &lt;br /&gt;
*Various speedups &lt;br /&gt;
**No Talon cutscene when he runs away. &lt;br /&gt;
**Skip “Caught By Gerudo” cutscene. &lt;br /&gt;
**Shorten cutscene when getting Bullet Bag from the Deku Scrub in Lost Woods. &lt;br /&gt;
**Fast pushing and pulling. &lt;br /&gt;
***All types of blocks. &lt;br /&gt;
***Spinnable mirrors in Spirit Temple. &lt;br /&gt;
***Truth spinner in Shadow Temple. &lt;br /&gt;
***Puzzle in basement of Forest Temple.   &lt;br /&gt;
**Ocarina minigame shortened to the first round. &lt;br /&gt;
***5 notes instead of 8.   &lt;br /&gt;
**Jabu-Jabu’s Belly elevator spawns in a more convenient position &lt;br /&gt;
**Kakariko carpenter position is offset so he is no longer in your way during the cucco route. &lt;br /&gt;
**Warp songs now have a normal transition with no cutscene.   &lt;br /&gt;
*Farore&#039;s Wind no longer dispels when transitioning through time. &lt;br /&gt;
**Farore&#039;s Wind can now set two Warp Points which are age-exclusive.   &lt;br /&gt;
*Gold Skulltula textbox displays current number obtained &lt;br /&gt;
*Poe salesman tells point limit without needing to sell &lt;br /&gt;
*Patch files added so that generated seeds can be distributed legally&lt;br /&gt;
&lt;br /&gt;
==== New Options ====&lt;br /&gt;
&lt;br /&gt;
*Master Quest dungeon slider &lt;br /&gt;
**Selects a number of Master Quest dungeons to appear in the game. &lt;br /&gt;
***Ex: 0 - All dungeons will have their default designs. &lt;br /&gt;
***Ex: 6 - Half of all dungeons will have Master Quest redesigns. &lt;br /&gt;
***Ex: 12 - All dungeons will have Master Quest redesigns.     &lt;br /&gt;
*Damage multiplier &lt;br /&gt;
**Changes the amount of damage taken. &lt;br /&gt;
**OHKO: Link dies in one hit.   &lt;br /&gt;
*Item pool &lt;br /&gt;
**Replaces difficulty. &lt;br /&gt;
**Changes the number of bonus items that are available in the game. &lt;br /&gt;
***Plentiful: Extra major items are added. &lt;br /&gt;
***Balanced: The original item pool. &lt;br /&gt;
***Scarce: Some excess items are removed, including health upgrades. &lt;br /&gt;
***Minimal: Most excess items are removed.     &lt;br /&gt;
*Start with max rupees &lt;br /&gt;
**The player begins the game with 99 rupees.   &lt;br /&gt;
*Start with Deku equipment &lt;br /&gt;
**The player begins the game with 10 Deku sticks and 20 Deku nuts. &lt;br /&gt;
**If playing without shopsanity, the player begins with a Deku shield equipped.   &lt;br /&gt;
*Start with fast travel &lt;br /&gt;
**The player begins the game with the Prelude of Light and Serenade of Water songs learned and the Farore’s Wind spell in the inventory &lt;br /&gt;
**These three items increase Link’s mobility around the map, but don’t actually unlock any new items or areas.   &lt;br /&gt;
*Start with Tycoon wallet &lt;br /&gt;
*Open Zora’s Fountain &lt;br /&gt;
**King Zora is moved to the side from the start of the game. &lt;br /&gt;
**Ruto’s Letter is removed from the item pool and replaced with an Empty Bottle.   &lt;br /&gt;
*Randomize starting time of day &lt;br /&gt;
*Ice traps setting &lt;br /&gt;
**Off: All ice traps are removed. &lt;br /&gt;
**Normal: Only ice traps from base pool are placed. &lt;br /&gt;
**Extra ice traps: Chance to add extra ice traps when junk items are added to the item pool &lt;br /&gt;
**Ice trap mayhem: All junk items added will be ice traps. &lt;br /&gt;
**Ice trap onslaught: All junk items will be ice traps, including ones in the base pool.   &lt;br /&gt;
*New Cosmetics &lt;br /&gt;
**Added options for Sword Trail colors &lt;br /&gt;
***Can set the length of the trails &lt;br /&gt;
***Can set the inner and outer colors &lt;br /&gt;
***Can set color to “Rainbow”   &lt;br /&gt;
**Additional SFX options   &lt;br /&gt;
&lt;br /&gt;
==== Updated Features ====&lt;br /&gt;
&lt;br /&gt;
*Hints distribution. &lt;br /&gt;
**Changes how many useful hints are available in the game. &lt;br /&gt;
**Useless: Has nothing but junk hints. &lt;br /&gt;
**Balanced: Gives you a mix of useless and useful hints. Hints will not be repeated. &lt;br /&gt;
**Strong: Has some duplicate hints and no junk hints. &lt;br /&gt;
**Very Strong: Has only very useful hints. &lt;br /&gt;
**Tournament: Similar to strong but has no variation in hint types.   &lt;br /&gt;
*Frogs Ocarina Game added to always hints. &lt;br /&gt;
*Hints are only in logic once you are able to reach the location of the gossip stone by logic &lt;br /&gt;
**Hints ignore logic if inaccessible.   &lt;br /&gt;
*Foolish choice hint added. &lt;br /&gt;
**Regions that are a foolish choice will not have any required items no matter what route is taken in logic   &lt;br /&gt;
*Big Poes location does not require a hint if count set to 3 or less. &lt;br /&gt;
*Add medallion icons to the Temple of Time altar hint. &lt;br /&gt;
*Add a hint for 0/6 trials if trial count is random. &lt;br /&gt;
*Scrub Shuffle now updates the Business Scrubs’ textboxes with the updated price for buying their item. &lt;br /&gt;
&lt;br /&gt;
==== Updated Options ====&lt;br /&gt;
&lt;br /&gt;
*Chest size matches contents updated &lt;br /&gt;
**Boss keys will be in gold chests &lt;br /&gt;
**Small keys appear in small gold chests   &lt;br /&gt;
*Free Scarecrow’s Song changes &lt;br /&gt;
**Pulling out ocarina near a spot where Pierre can spawn will do so.   &lt;br /&gt;
*Rainbow Bridge changes &lt;br /&gt;
**Spiritual Stones added as bridge requirement &lt;br /&gt;
**100 Gold Skulltula tokens added as bridge requirement   &lt;br /&gt;
*Any location can now be excluded from being required &lt;br /&gt;
*Various advanced tricks has been split into individual tricks to be selected &lt;br /&gt;
*Choose sound effects ocarina uses when played &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Deku and Hylian shields from chests no longer become blue rupees. &lt;br /&gt;
*Force game language to be English even if a Japanese rom is supplied. &lt;br /&gt;
*Door of Time now opens when entering Temple of Time from all spawns. &lt;br /&gt;
*Fix empty bomb glitch. &lt;br /&gt;
*Move item cost to after Player in the spoiler log. &lt;br /&gt;
*Add Wasteland Bombchu Salesman to spoiler log when required for first Bombchus. &lt;br /&gt;
*Fix message text table is too long error when using settings that add a lot of text to the ROM. &lt;br /&gt;
*Kokiri Sword no longer required for fishing as child. &lt;br /&gt;
*Fix Biggoron Sword collection delay. &lt;br /&gt;
*Twinrova phase 2 textbox fix. &lt;br /&gt;
*Switches in Forest and Fire Temple lowered by 1 unit to make it easier to press them. &lt;br /&gt;
*Equipment menu will now show the name of the item you have in the first column. &lt;br /&gt;
*Hover Boots will no longer show up as adult in the first equipment menu slot if a slingshot was not gotten before becoming adult. &lt;br /&gt;
*Ammo items now use the correct item fanfare. &lt;br /&gt;
*Fix chest size matches contents to work for all chests. &lt;br /&gt;
*Removed key for key logic. &lt;br /&gt;
*Removed unused locked door in Water Temple. &lt;br /&gt;
*Scarecrow’s Song should no longer cause softlocks when played in laggy areas. &lt;br /&gt;
*Text error messages no longer display the Pocket Egg text. &lt;br /&gt;
*Ice traps added back to OHKO as the softlock appears fixed. &lt;br /&gt;
*Ganon now says “my castle” instead of “Ganon’s Castle” for light arrow hint. &lt;br /&gt;
*Fix various typos in text &lt;br /&gt;
**Gerudo’s Fortress &lt;br /&gt;
**Zora’s River &lt;br /&gt;
**Red Rupee   &lt;br /&gt;
*“Ganon’s Tower” is now just “Ganon’s Castle”. &lt;br /&gt;
*Dampe’s Gravediggin reward correctly flags collection on pickup. &lt;br /&gt;
*Castle Moat Bridge no longer closes when playing the Zelda Escape cutscene &lt;br /&gt;
*The Skip Escape option is now enforced when enabled, even on deaths to Ganon. &lt;br /&gt;
*Various logic fixes. &lt;br /&gt;
&lt;br /&gt;
==== Multiworld Changes ====&lt;br /&gt;
&lt;br /&gt;
*Maximum player count increased from 31 to 255. &lt;br /&gt;
*Ice traps can now be sent to other worlds. &lt;br /&gt;
*Ganon now tells you the location of your Light Arrows, not the location of some Light Arrows that may exist in your world. &lt;br /&gt;
*Item placement rebalanced so that an item for another player can only be placed on a location that both players can reach in logic. &lt;br /&gt;
&lt;br /&gt;
==== Development Version Changes ====&lt;br /&gt;
&lt;br /&gt;
*Output patch file &lt;br /&gt;
**Creates a binary patch file instead of a ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Patch ROM from file &lt;br /&gt;
**Applies a generated patch file to the base ROM and creates a randomizer ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Settings presets &lt;br /&gt;
**Adds a functionality to save settings strings for future use. &lt;br /&gt;
**Several presets are already provided.   &lt;br /&gt;
*Create settings log if spoiler log is disabled &lt;br /&gt;
*File names no longer include a settings string &lt;br /&gt;
**Instead display a shortened SHA-1 hash of the settings string.   &lt;br /&gt;
*Add option for converting settings to a string and back &lt;br /&gt;
**Only convert the specified settings to a settings string. &lt;br /&gt;
**If a settings string is specified output the used settings instead.   &lt;br /&gt;
*Python 3.5 is no longer supported &lt;br /&gt;
**You must have Python 3.6 or higher installed to run the randomizer code.   &lt;br /&gt;
*Add option to only apply cosmetic patch without generating world data &lt;br /&gt;
*CLI uses a specified settings file instead of taking in each option &lt;br /&gt;
**Uses settings.sav as default if it exists &lt;br /&gt;
**Uses default settings if no settings file is provided and no settings.sav exists.   &lt;br /&gt;
*Version check is no longer a dialog &lt;br /&gt;
**Appears in a frame in the main randomizer window.   &lt;br /&gt;
*Copy settings string button &lt;br /&gt;
*Cosmetic versioning added to rom. Some cosmetics are only applied if they are safe to do so. &lt;br /&gt;
*Major refactor of code &lt;br /&gt;
&lt;br /&gt;
=== v3.0 ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;[https://wiki.ootrandomizer.com/index.php?title=Readme&amp;amp;oldid=184 v3.0 documentation.]&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
(don&#039;t edit the v3.0 documentation for any reason)&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1564</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1564"/>
		<updated>2020-11-27T00:13:27Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* F */ Add FW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Chest Size Matches Contents ===&lt;br /&gt;
- A setting in the randomizer which changes the appearance of every chest to be in line with what&#039;s inside of it.&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== CSMC ===&lt;br /&gt;
- [[#Chest Size Matches Contents|Chest Size Matches Contents]].&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; v&lt;br /&gt;
=== FW ===&lt;br /&gt;
- Farore&#039;s Wind&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- A abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Grounds.&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container.&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]].&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- A glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB, although this is exceedingly rare.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== NL ===&lt;br /&gt;
- Nayru&#039;s Love.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time.&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoA ===&lt;br /&gt;
- Stone of Agony.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1563</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1563"/>
		<updated>2020-11-27T00:12:29Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* N */ Add NL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Chest Size Matches Contents ===&lt;br /&gt;
- A setting in the randomizer which changes the appearance of every chest to be in line with what&#039;s inside of it.&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== CSMC ===&lt;br /&gt;
- [[#Chest Size Matches Contents|Chest Size Matches Contents]].&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; v&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- A abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Grounds.&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container.&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]].&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- A glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB, although this is exceedingly rare.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== NL ===&lt;br /&gt;
- Nayru&#039;s Love.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time.&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoA ===&lt;br /&gt;
- Stone of Agony.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1562</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1562"/>
		<updated>2020-11-27T00:11:00Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* C */ Add CSMC and Chest Size Matches Contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Chest Size Matches Contents ===&lt;br /&gt;
- A setting in the randomizer which changes the appearance of every chest to be in line with what&#039;s inside of it.&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== CSMC ===&lt;br /&gt;
- [[#Chest Size Matches Contents|Chest Size Matches Contents]].&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; v&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- A abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Grounds.&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container.&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]].&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- A glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB, although this is exceedingly rare.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time.&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoA ===&lt;br /&gt;
- Stone of Agony.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1561</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1561"/>
		<updated>2020-11-27T00:03:39Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* S */  Add SoA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; v&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- A abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Grounds.&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container.&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]].&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- A glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB, although this is exceedingly rare.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time.&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoA ===&lt;br /&gt;
- Stone of Agony.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1506</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Glossary&amp;diff=1506"/>
		<updated>2020-10-29T15:45:43Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Spheres */ Added the colloquial variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most every small community will eventually create its own jargon and abbreviations for things naturally out of the desire to communicate more quickly.&amp;amp;nbsp; Ocarina of Time and the Randomizer which was built for it is no different.&amp;amp;nbsp; Below you&#039;ll find an alphabetized list of both terminology and abbreviations commonly used in both the Ocarina of Time speedrunning and randomizer communities.&amp;amp;nbsp; If you join the discord or a stream chat and are curious what something means, but don&#039;t want to ask, this is the place for you.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|limit=2}}&lt;br /&gt;
&lt;br /&gt;
= A =&lt;br /&gt;
=== ACE ===&lt;br /&gt;
- Arbitrary Code Execution.  Allows the player to write data into the game&#039;s memory and have it executed as code.  This is one of the most powerful glitches any video game can have as it theoretically allows you to rewrite the entire game into something else using nothing but the game itself.&lt;br /&gt;
=== AD ===&lt;br /&gt;
- An abbreviation for All Dungeons.  In randomizer this can refer to both a setting which requires all of the dungeons to be beaten, but often it is refering to a seed where it was not required by the settings to beat every dungeon yet the item placement and ruleset combination forced it. This is also a speedrun category where the goal is to beat every dungeon and reach the credits.&lt;br /&gt;
=== All Locations Reachable ===&lt;br /&gt;
- A setting available as part of the randomizer which ensures that you can reach every location in the game under your current [[logic]] setting.&lt;br /&gt;
=== ALR ===&lt;br /&gt;
- [[#All Locations Reachable|All Locations Reachable]].&lt;br /&gt;
&lt;br /&gt;
= B =&lt;br /&gt;
=== BA ===&lt;br /&gt;
- Bottle Adventure.  A glitch which allows the player to write an arbitrary value to their B button.&lt;br /&gt;
=== Bait ===&lt;br /&gt;
- A term used to describe an item, location, or hint that may be unnecessary if the player knows a way to circumvent it.&lt;br /&gt;
=== Barren ===&lt;br /&gt;
- A synonym for [[#Foolish|Foolish]].&lt;br /&gt;
=== Beatable Only ===&lt;br /&gt;
- A reference to turning the [[#All Locations Reachable|All Locations Reachable]] setting off which can logically lock off entire sections of the game, based on an older name for this setting.&lt;br /&gt;
=== BGS ===&lt;br /&gt;
- Biggoron&#039;s Sword.&lt;br /&gt;
=== Bingo ===&lt;br /&gt;
- A game mode where you generate a 5x5 board of goals to complete.  When you&#039;ve completed a goal you check it off the board.  There are many sub-variants of bingo which change how it is played.  The most common ways to play, however, are standard bingo (any 5 in a row, column, or diagonal), blackout (complete all 25 goals), and lockout (only 1 person can complete any goal, person who has the most wins).&lt;br /&gt;
=== BK ===&lt;br /&gt;
- Boss Key.&lt;br /&gt;
=== BK Mode ===&lt;br /&gt;
- A commonly used phrase in [[Multiworld]] games describing the situation where a player can no longer do any [[#Check|checks]] due to their lacking of items.  Stands for &amp;quot;Burger King Mode&amp;quot; after a player actually went to Burger King to get food while their teammates gathered items.&lt;br /&gt;
=== Blue Potato ===&lt;br /&gt;
- A nickname for the Ocarina of Time, due to its color and shape.&lt;br /&gt;
=== BotW ===&lt;br /&gt;
- Bottom of the Well.  This is also used as an abbreviation for the game The Legend of Zelda: Breath of the Wild.  Normally it is clear from context which is meant, however this shared abbreviation is often used in jokes.&lt;br /&gt;
=== BQ ===&lt;br /&gt;
- Beta Quest.  A romhack which randomizes shuffles the entrance table completely randomly.  Items remain in their vanilla areas, but those areas can be anywhere.&lt;br /&gt;
=== Burning Kak ===&lt;br /&gt;
- Alternative name for the Nocturne of Shadow [[#Check|check]], requiring the Forest, Fire, and Water Medallions and then walking into Kakariko Village.&lt;br /&gt;
&lt;br /&gt;
= C =&lt;br /&gt;
=== Check ===&lt;br /&gt;
- A location in the game where you can receive a randomized item. &lt;br /&gt;
=== Co-op ===&lt;br /&gt;
- Often written as simply &amp;quot;coop&amp;quot;, this can be referring to a couple things.  &amp;quot;Local coop&amp;quot; is where multiple people play the same seed separately, but share information.  &amp;quot;[[#Online|Online]] coop&amp;quot; refers to a separate emulator setup that allows multiple people to play in the same game as the same time.&lt;br /&gt;
=== Culling ===&lt;br /&gt;
- The act of moving the camera or Link far enough away from an actor so that it ceases updating every frame.  This can be used glitchlessly to hold actors in place, most useful for Keese.  If glitches are allowed, then it can be used to ignore some collision as well.&lt;br /&gt;
&lt;br /&gt;
= D =&lt;br /&gt;
=== Damage ESS ===&lt;br /&gt;
- An alternative name for a [[#FESS|FESS]].&lt;br /&gt;
=== DC ===&lt;br /&gt;
- Dodongo&#039;s Cavern.&lt;br /&gt;
=== DDR ===&lt;br /&gt;
- [[Dungeon Door Requirement]].  A [[Rules|ruleset]] for racing which allows more glitches than [[#Standard|Standard]].&lt;br /&gt;
&lt;br /&gt;
=== DMC ===&lt;br /&gt;
- Death Mountain Crater.&lt;br /&gt;
=== DMT ===&lt;br /&gt;
- Death Mountain Trail.&lt;br /&gt;
=== DoT ===&lt;br /&gt;
- The Door of Time.  Openable with just the [[#SoT|Song of Time]].  One of the oldest glitches in Ocarina of Time is the DoT skip, allowing the player to become adult without first obtaining the Song of Time.&lt;br /&gt;
=== DT ===&lt;br /&gt;
- Deku Tree.  An uncommon abbreviation.&lt;br /&gt;
&lt;br /&gt;
= E =&lt;br /&gt;
=== Egg ===&lt;br /&gt;
- Can refer to either the [[#Pocket Egg|Pocket Egg]] or the [[#Weird Egg|Weird Egg]].&lt;br /&gt;
=== Entrance Randomizer === &lt;br /&gt;
- A setting which shuffles the entrances in the world giving it an entirely new geography.&lt;br /&gt;
=== ER ===&lt;br /&gt;
- [[Entrance Randomizer|Entrance Randomizer]].&lt;br /&gt;
&lt;br /&gt;
=== ESS ===&lt;br /&gt;
- Extended Superslide.  However, this acronym is most commonly used in reference to the region on the control stick in which the game recognizes minimal input.  Link will turn in place at a constant angle per frame, which is exceedingly useful for setups.  You will almost never see this written out.&lt;br /&gt;
&lt;br /&gt;
=== ESS Turns ===&lt;br /&gt;
- Using [[#ESS|ESS]] position in small increments to turn specific angles.  Often seen in discrete amounts such as &amp;quot;3 ess turns right&amp;quot; or &amp;quot;3 ess right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= F =&lt;br /&gt;
=== FESS ===&lt;br /&gt;
- An abbreviation for Forward [[#Extended Superslide|Extended Superslide]].  Also known as a [[#Damage ESS|Damage ESS]], this is a method of failure when attempting a [[#HESS|HESS]].  This is almost never seen typed out fully.&lt;br /&gt;
=== Flame Storange ===&lt;br /&gt;
- A glitch which allows you to remotely light a Deku Stick on fire, allowing you to carry it a longer distance.&lt;br /&gt;
=== Foolish ===&lt;br /&gt;
- Used to describe a region of the game which is devoid of logically useful items.  Hints will say that searching the area is a &amp;quot;[[Hints#Foolish Choice|Foolish Choice]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Freestanding ===&lt;br /&gt;
- This is used to describe [[#Check|checks]] which are not in a chest and instead just items on the ground to be picked up.  In randomizer, they will take on the appearance of the item which you will receive as in vanilla they are all Heart Pieces, Heart Containers, and small keys.  Be careful of ice traps!&lt;br /&gt;
=== Frog Song ===&lt;br /&gt;
- After playing the 6 white note songs for the frogs in Zora&#039;s River, you can prompt them to play a bug catching game.  The goal of the game is to press the button of the corresponding frog when the bug is over their head.  However, the order of this song never changes.  It is always: A &amp;lt; &amp;gt; v &amp;lt; &amp;gt; v A v A v &amp;gt; &amp;lt; v&lt;br /&gt;
&lt;br /&gt;
= G =&lt;br /&gt;
=== GBK ===&lt;br /&gt;
- Ganon&#039;s Boss Key.&lt;br /&gt;
=== GC ===&lt;br /&gt;
- A abbreviation for either Ganon&#039;s Castle or Goron City.  This is used inconsistently, but is usually clear from context.&lt;br /&gt;
=== GF ===&lt;br /&gt;
- Gerudo Fortress.&lt;br /&gt;
=== GIM ===&lt;br /&gt;
- Get Item Manipulation.  A glitch which allows the player to modify the item which is queued to be given to them.&lt;br /&gt;
=== GJ ===&lt;br /&gt;
- [[#Groundjump|Groundjump]].&lt;br /&gt;
=== GK ===&lt;br /&gt;
- Giant&#039;s Knife.  This is a very uncommon abbreviation.  Can refer to both the [[#Check|check]] and the item itself.&lt;br /&gt;
=== Glow Mode ===&lt;br /&gt;
- The point in a randomizer game when you only need to gather the Light Arrows to proceed to the end of the game.&lt;br /&gt;
=== Go Mode ===&lt;br /&gt;
- The point in a randomizer game when you either have or know the location of every item you require to beat the game.&lt;br /&gt;
=== Greg ===&lt;br /&gt;
- A nickname for the &amp;quot;Rupee (1)&amp;quot; item, standing for Green Rupee of Eternal Glory. &lt;br /&gt;
=== Groundjump ===&lt;br /&gt;
- A glitch that allows the player to cancel a backflip or sidehop, effectively giving Link the ability to jump slightly higher.&lt;br /&gt;
=== GS ===&lt;br /&gt;
- Gold Skulltula.&lt;br /&gt;
=== GT ===&lt;br /&gt;
- An abbreviation for Ganon&#039;s Tower.  This is not very commonly used.&lt;br /&gt;
=== GTG ===&lt;br /&gt;
- Gerudo Training Grounds.&lt;br /&gt;
=== GV === &lt;br /&gt;
- Gerudo Valley.&lt;br /&gt;
=== GY ===&lt;br /&gt;
- An uncommon abbreviation for the Graveyard.&lt;br /&gt;
=== GZ ===&lt;br /&gt;
- Our [https://practicerom.com/ practice tool], also known as the Practice ROM.&lt;br /&gt;
&lt;br /&gt;
= H =&lt;br /&gt;
=== HBA ===&lt;br /&gt;
- Horseback Archery.  Refers to both the 1000 and 1500 game in the Gerudo Fortress that in vanilla rewards a Heart Piece and Quiver upgrade, respectively.&lt;br /&gt;
=== HC ===&lt;br /&gt;
- Heart Container.&lt;br /&gt;
=== HESS ===&lt;br /&gt;
- Hyper [[#Extended Superslide|Extended Superslide]].  A glitch which allows the player to move backwards at the highest sustainable in-game speed.  This is almost never seen typed out fully.&lt;br /&gt;
=== HF ===&lt;br /&gt;
- Hyrule Field.&lt;br /&gt;
=== Hookshot Extension ===&lt;br /&gt;
- A technique which allows the player to fire their hookshot, longshot, bow, or slingshot from slightly in front of where it would normally fire, allowing you to hook on to things a little bit easier and even shoot through some walls.&lt;br /&gt;
=== Hover ===&lt;br /&gt;
- In a glitchless context, refers to using the Hover boots to cross a gap.  In glitch contexts, can also refer to using [[#ISG|ISG]] and a damage source to literally hover in midair.&lt;br /&gt;
=== HP ===&lt;br /&gt;
- Heart Piece. Also commonly referred to as PoH or Piece of Heart.&lt;br /&gt;
&lt;br /&gt;
= I =&lt;br /&gt;
=== IC ===&lt;br /&gt;
- Ice Cavern.&lt;br /&gt;
=== IM ===&lt;br /&gt;
- An umbrella term for the three glitches: [[#RBA|RBA]], [[#BA|BA]], and [[#GIM|GIM]].&lt;br /&gt;
=== ISG ===&lt;br /&gt;
- A glitch which results in your weapon being in a constant attack state.&lt;br /&gt;
&lt;br /&gt;
= J =&lt;br /&gt;
=== Jabu ===&lt;br /&gt;
- Jabu Jabu&#039;s Belly.  Sometimes referred to as JJB, although this is exceedingly rare.&lt;br /&gt;
&lt;br /&gt;
= K =&lt;br /&gt;
=== Kak ===&lt;br /&gt;
- Short for Kakariko Village.&lt;br /&gt;
=== KD ===&lt;br /&gt;
- King Dodongo.&lt;br /&gt;
=== KF ===&lt;br /&gt;
- Kokiri Forest.&lt;br /&gt;
=== Know Mode ===&lt;br /&gt;
- Exclusive to restreams, this is a point in the randomizer whereby the audience knows the location of every item required to beat the game through the means of watching multiple players at once.&lt;br /&gt;
=== KZ ===&lt;br /&gt;
- King Zora.&lt;br /&gt;
&lt;br /&gt;
= L =&lt;br /&gt;
=== LACS ===&lt;br /&gt;
- Light Arrow Cutscene.  In randomizer, this mainly refers to the location where you would normally receive the Light Arrows in vanilla.&lt;br /&gt;
=== Ladder ===&lt;br /&gt;
- A type of randomizer race where a pool of racers are ranked  on one leaderboard where rank is determined by a pairing of many 1-vs.-1 races.  Please see their [https://ootrladder.com/ website] for more details.&lt;br /&gt;
=== Lensless Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland without the Lens of Truth.  The path is always the same, so memorizing it removes the need for following the Poe.&lt;br /&gt;
=== LLR ===&lt;br /&gt;
- Lon Lon Ranch.&lt;br /&gt;
&lt;br /&gt;
= M =&lt;br /&gt;
=== Megaflip ===&lt;br /&gt;
- A glitch which allows the player to backflip with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== Megasidehop ===&lt;br /&gt;
- A glitch which allows the player to sidehop with maximum sustainable speed to extend its distance.&lt;br /&gt;
=== MoT ===&lt;br /&gt;
- Mask of Truth.  Refers to both the item and the [[#Check|check]] from showing it in the Deku Theatre.&lt;br /&gt;
&lt;br /&gt;
= N = &lt;br /&gt;
=== Naked Wasteland ===&lt;br /&gt;
- The act of crossing the Haunted Wasteland, although more specifically the quicksand on the Gerudo Fortress side of the Wasteland, without the use of any items.  This can be achieved with a well-aimed backwalk.&lt;br /&gt;
=== No IM/WW ===&lt;br /&gt;
- A [[No IM/WW|ruleset]] for racing.&lt;br /&gt;
=== No Logic ===&lt;br /&gt;
- A setting that will place items into the world completely at random without checking that the game is beatable.  Ocarina of Time has many glitches, so most seeds will still be beatable but often may require use of very advanced tech.&lt;br /&gt;
&lt;br /&gt;
= O =&lt;br /&gt;
=== Ocarina Minigame ===&lt;br /&gt;
- The minigame in Lost Woods in which you repeat back a series of ocarina notes to two skull kids.&lt;br /&gt;
=== OGC ===&lt;br /&gt;
- Outside Ganon&#039;s Castle.  Refers to the area where the Rainbow Bridge spawns, the Gold Skulltula there, as well as the Fairy Fountain reward.&lt;br /&gt;
=== Online ===&lt;br /&gt;
- Refers to the [https://discord.gg/UFVY9DE ModLoader64] emulator and setup which allows multiple people to play in the same game at the same time.&lt;br /&gt;
=== OoT ===&lt;br /&gt;
- The Legend of Zelda: Ocarina of Time.  Also commonly used to refer to the Ocarina of Time item or location.&lt;br /&gt;
=== Out of Logic ===&lt;br /&gt;
- Obtaining an item or performing an activity outside of the intended order determined by the program&#039;s logic.&lt;br /&gt;
&lt;br /&gt;
= P =&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
- A type of [[Hints#Path of Gold|hint]] describing an area which contains an item logically required to collect every Triforce Piece in the seed. Appears only when [[#Triforce Hunt|Triforce Hunt]] is enabled.&lt;br /&gt;
=== PCS ===&lt;br /&gt;
- [[#Power Crouch Stab|Power Crouch Stab]]&lt;br /&gt;
=== PG ===&lt;br /&gt;
- Phantom Ganon.&lt;br /&gt;
=== Pocket Egg ===&lt;br /&gt;
- The first item in the adult trade sequence, ultimately resulting in the Biggoron&#039;s Sword.&lt;br /&gt;
=== PoG ===&lt;br /&gt;
- [[#Path of Gold|Path of Gold]].&lt;br /&gt;
=== PoH ===&lt;br /&gt;
- Piece of Heart.  Also commonly referred to as HP or Heart Piece.&lt;br /&gt;
=== Potato ===&lt;br /&gt;
- A nickname for the Fairy Ocarina, due to its color and shape.&lt;br /&gt;
=== Power Crouch Stab ===&lt;br /&gt;
- The damage value used for crouch stabs is the last attack used with a sword/hammer/stick. Most often used in conjuction with a jumpslash to &amp;quot;store&amp;quot; a high damage attack in order to deal damage more quickly. This technique is known as &#039;&#039;Power Crouch Stabbing&#039;&#039;. When no sword/hammer/stick has been used since entering the current area the crouch stab will take the damage value of a regular Kokiri Sword slash.&lt;br /&gt;
&lt;br /&gt;
= Q =&lt;br /&gt;
=== QPA ===&lt;br /&gt;
- Quick Putaway.  A glitch which allows the player to store a glitched [[#Power Crouch Stab|Power Crouch Stab]] value.&lt;br /&gt;
&lt;br /&gt;
= R =&lt;br /&gt;
=== RA ===&lt;br /&gt;
- A common abbreviation for the emulator [[Retroarch]].&lt;br /&gt;
=== Reverse Wasteland ===&lt;br /&gt;
- The act of traveling the Haunted Wasteland from the Colossus side to the Fortress side. This is considered [[#Out of Logic|Out of Logic]] by default, though can be enabled via the Tricks menu.&lt;br /&gt;
=== RBA ===&lt;br /&gt;
- Reverse Bottle Adventure.  A glitch which allows the player to write values into memory.  It is extremely powerful, but very limited.&lt;br /&gt;
&lt;br /&gt;
= S =&lt;br /&gt;
=== Skull Mask ===&lt;br /&gt;
- This refers to both the item itself which is part of the Child Trade Quest, as well as the [[#Check|check]] in which the mask is shown off in the Deku Theater.&lt;br /&gt;
=== SoS ===&lt;br /&gt;
- Song of Storms.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== SoT ===&lt;br /&gt;
- Song of Time.  Can refer to both the song itself and the location you would normally find it in vanilla.&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
- Spheres are a conceptual explanation of how more things become available to you as you collect more items. It is the &amp;quot;intended path&amp;quot; as written by a computer, but you will likely never actually go from sphere to sphere while playing.&lt;br /&gt;
&amp;quot;Sphere 0&amp;quot; is what you can get as soon as you boot up your game without collecting anytime else, such as Mido&#039;s house and the freestanding Gerudo Valley HPs.&lt;br /&gt;
What you&#039;ve collected in Sphere 0 enables what you have access to in Sphere 1. Under normal settings, you get an Ocarina from Saria in Sphere 0. So, whatever you get from Ocarina Minigame is acquired in Sphere 1. Let&#039;s say that reward is a Scale. If you receive a Scale in Sphere 1, then anything it unlocks is part of that seed&#039;s Sphere 2. Let&#039;s say you find a Bomb Bag at the Ruto Bottle check. That Bomb Bag is in Sphere 2, and everything it directly unlocks becomes part of Sphere 3.&lt;br /&gt;
Keep radiating outward as you collect more unique items that unlock more unique locations until you are able to defeat Ganon.&lt;br /&gt;
&lt;br /&gt;
The description above details how Spheres work for the Playthrough in your Spoiler Log. Colloquially, for example when discussing a race seed, a slightly different variant is also used, where non-randomized checks and events that are the same every seed don&#039;t increase the Sphere count. The Ocarina Minigame is placed in Sphere 1 in the above example, whereas in this variant it is counted in Sphere 0 because you can always immediately get the Ocarina if it is unshuffled. Same goes for events such as unlocking Time Travel. Usually only Sphere 0 is discussed this way, because figuring out which check is in which Sphere can get very convoluted and can change over the course of the seed as players find more items.&lt;br /&gt;
&lt;br /&gt;
=== Spoiler Log ===&lt;br /&gt;
- A document created by the randomizer which lists all the settings, item locations, hints, etc.  This will not open automatically or give you any extra information.  It simply serves as a resource in case you get stuck or if you really wanted to know what was in that one chest you forgot.&lt;br /&gt;
=== SRM ===&lt;br /&gt;
- Stale Reference Manipulation.  A glitch which allows the player to take advantage of free but uncleared memory to do a variety of things including but not limited to calling arbitrary functions, redirecting pointers, and [[#ACE|Arbitrary Code Execution]].&lt;br /&gt;
=== Standard ===&lt;br /&gt;
- [[Standard]] is the most common racing [[rules|ruleset]].&lt;br /&gt;
&lt;br /&gt;
= T =&lt;br /&gt;
=== TH ===&lt;br /&gt;
- [[#Triforce Hunt|Triforce Hunt]].&lt;br /&gt;
=== Three Song Route === &lt;br /&gt;
- A common opener for the [[Standard]] weekly races that involves [[#Check|checking]] all 3 child song locations - Zelda&#039;s Lullaby, Epona&#039;s Song, Saria&#039;s Song - in quick succession.&lt;br /&gt;
=== Trials ===&lt;br /&gt;
- Another way to refer to entirety of Ganon&#039;s Castle and Ganon&#039;s Tower.&lt;br /&gt;
=== Triforce Hunt===&lt;br /&gt;
- An alternative game mode where pieces of the Triforce are spread throughout the world and you must collect a certain number to win.&lt;br /&gt;
&lt;br /&gt;
= U =&lt;br /&gt;
&lt;br /&gt;
= V = &lt;br /&gt;
&lt;br /&gt;
= W =&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
- A [[Hints#Way of the Hero|hint]] which describes an area which contains an item that is logically required to beat the game.&lt;br /&gt;
&lt;br /&gt;
=== Weird Egg === &lt;br /&gt;
- The first item in the child trade series, ultimately resulting in the Mask of Truth.&lt;br /&gt;
=== Weirdshot ===&lt;br /&gt;
- A glitch which allows the player to fire first person weapons from underground.&lt;br /&gt;
=== WOTH ===&lt;br /&gt;
- [[#Way of the Hero|Way of the Hero]]&lt;br /&gt;
&lt;br /&gt;
= X =&lt;br /&gt;
&lt;br /&gt;
= Y =&lt;br /&gt;
&lt;br /&gt;
= Z =&lt;br /&gt;
=== ZD ===&lt;br /&gt;
- Zora&#039;s Domain.&lt;br /&gt;
=== ZF ===&lt;br /&gt;
- Zora&#039;s Fountain.&lt;br /&gt;
=== ZL ===&lt;br /&gt;
- An abbreviation for either Zelda&#039;s Letter or Zelda&#039;s Lullaby.  It is often clear from context which is meant.  It can also refer to the vanilla location of Zelda&#039;s Lullaby to refer to it as a [[#Check|check]].&lt;br /&gt;
=== ZR ===&lt;br /&gt;
- Zora&#039;s River.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1307</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1307"/>
		<updated>2020-09-08T22:44:34Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: something i forgot to remove oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
== Web Trackers ==&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.2deep4real.de/ 2Deep4Real&#039;s Tracker] is a map tracker that is regularly updated and is compatible with the latest release of OoTR.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 bfrie&#039;s Tracker] is a color-coded entrance tracker. You can make a copy of the spreadsheet to use it for your own playthroughs.&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ brakkum&#039;s Tracker] is an entrance tracker. It also includes a router, which will give you a possible path from one area to another.&lt;br /&gt;
&lt;br /&gt;
== Downloadable Trackers ==&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. The following packs are included for OoTR:&lt;br /&gt;
* Darkened5ky and Spleebie&#039;s pack, a map tracker with basic functionality, though it is missing some of the latest OoTR settings.&lt;br /&gt;
* PugHUD by Fouton, an item tracker that uses retro-style icons.&lt;br /&gt;
* Hamsda&#039;s pack, a map tracker that is regularly updated to include the latest OoTR dev features. It also includes an entrance tracker. This is our recommendation when using a map tracker in EmoTracker. Additional info for this pack can be found [https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md here]&lt;br /&gt;
* JRJathome&#039;s pack, an item tracker that uses N64-style item icons.&lt;br /&gt;
* Raikaru and Atz&#039;s pack, an item tracker that uses N64-style item icons.&lt;br /&gt;
* Xopar&#039;s pack, an item tracker that uses minimalistic icons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu LinSoTracker] is an item tracker that uses N64-style item icons and background.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/CtTO Zarby &amp;amp; Numberplay&#039;s Tracker] is an item tracker that uses N64-style item icons.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Cuyler&#039;s Tracker] is an item tracker that uses 3DS-style item icons.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Incognito&#039;s Tracker] is an item tracker that uses N64-style item icons. It also supports hint tracking for Standard Weekly Settings.&lt;br /&gt;
&lt;br /&gt;
[https://www.millstoneworks.com/item-tracker.html Countdhoun&#039;s Tracker] is an item tracker that uses 3DS-style item icons.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Tyrus&#039; Validation Tracker] is an item tracker that allows you to track the single green rupee that exists in every seed (not counting the one&#039;s originally present in MQ Gerudo Training Grounds). That&#039;s it.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Barinade&#039;s Tracker] is an automatic item tracker. It has different style-options for the icons and backgrounds used. &#039;&#039;&#039;Please keep in mind that autotrackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Automatic Item Tracker v8] is an automatic item tracker that uses N64 style item icons. &#039;&#039;&#039;Please keep in mind that autotrackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi rattus128&#039;s Tracker] is an entrance tracker. It creates a graphical network of all the entrances you feed into it.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1295</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Trackers&amp;diff=1295"/>
		<updated>2020-09-08T15:16:45Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Much needed update for the Tracker page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
== Web Trackers ==&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.2deep4real.de/ 2Deep4Real&#039;s Tracker] is a map tracker that is regularly updated and is compatible with the latest release of OoTR.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 bfrie&#039;s Tracker] is a color-coded entrance tracker. You can make a copy of the spreadsheet to use it for your own playthroughs.&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ brakkum&#039;s Tracker] is an entrance tracker. It also includes a router, which will give you a possible path from one area to another.&lt;br /&gt;
&lt;br /&gt;
== Downloadable Trackers ==&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. The following packs are included for OoTR:&lt;br /&gt;
* Darkened5ky and Spleebie&#039;s pack, a map tracker with basic functionality, though it is missing some of the latest OoTR settings.&lt;br /&gt;
* PugHUD by Fouton, an item tracker that uses retro-style icons.&lt;br /&gt;
* Hamsda&#039;s pack, a map tracker that is regularly updated to include the latest OoTR dev features. It also includes an entrance tracker. This is our recommendation when using a map tracker in EmoTracker. Additional info for this pack can be found [https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md here]&lt;br /&gt;
* JRJathome&#039;s pack, an item tracker that uses N64-style item icons.&lt;br /&gt;
* Raikaru and Atz&#039;s pack, an item tracker that uses N64-style item icons.&lt;br /&gt;
* Xopar&#039;s pack, an item tracker that uses minimalistic icons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu LinSoTracker] is an item tracker that uses N64-style item icons and background.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/CtTO Zarby &amp;amp; Numberplay&#039;s Tracker] is an item tracker that uses N64-style item icons.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Cuyler&#039;s Tracker] is an item tracker that uses 3DS-style item icons.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Incognito&#039;s Tracker] is an item tracker that uses N64-style item icons. It also supports hint tracking for Standard Weekly Settings.&lt;br /&gt;
&lt;br /&gt;
[https://www.millstoneworks.com/item-tracker.html Countdhoun&#039;s Tracker] is an item tracker that uses 3DS-style item icons.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Tyrus&#039; Validation Tracker] is an item tracker that allows you to track the single green rupee that exists in every seed (not counting the one&#039;s originally present in MQ Gerudo Training Grounds). That&#039;s it.&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Barinade&#039;s Tracker] is an automatic item tracker. It has different style-options for the icons and backgrounds used. &#039;&#039;&#039;Please keep in mind that autotrackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Automatic Item Tracker v8] is an automatic item tracker that uses N64 style item icons. &#039;&#039;&#039;Please keep in mind that autotrackers are banned in all races that take place on Racetime and SpeedRunsLive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi rattus128&#039;s Tracker] is an entrance tracker, which can be useful when playing Entrance Randomizer. It creates a graphical network of all the entrances you feed into it.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Project64&amp;diff=1114</id>
		<title>Project64</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Project64&amp;diff=1114"/>
		<updated>2020-09-03T11:38:57Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Unique Game Save Directory ftw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;&#039;&#039;&#039;Originally written by Tyrus&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Project64 is no doubt the most popular N64 emulator available. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;As racing is a large focus for the community you have to take stock of the rules of the racing websites which prohibit Project64 2.0 and higher.&amp;lt;/span&amp;gt;&#039;&#039;&#039; Randomizer staff will support Project 64 &#039;&#039;&#039;v2.4.0-1161-g18d1867&#039;&#039;&#039; which was released on May 5, 2020 and versions newer than it. We will not directly support any previous version, including 2.3.2 which is the latest stable release. Make sure you download one of the nightly builds if you wish to use Project64 for the randomizer.&lt;br /&gt;
&lt;br /&gt;
[https://www.pj64-emu.com/nightly-builds Download Project64 nightly build] &#039;&#039;&#039;v2.4.0-1161-g18d1867&#039;&#039;&#039; release on May 5, 2020 or newer.&lt;br /&gt;
&lt;br /&gt;
You can dismiss the nag screen without waiting 30 seconds by pressing the &amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
== Enable Protect Memory ==&lt;br /&gt;
&lt;br /&gt;
Launch Project64, and in the menu bar navigate to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or press &amp;lt;kbd&amp;gt;&amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;T&amp;lt;/kbd&amp;gt;&amp;lt;/kbd&amp;gt; to open the Settings menu.&lt;br /&gt;
&lt;br /&gt;
In the Settings menu expand the &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; list on the left and look for a &amp;lt;samp&amp;gt;Defaults&amp;lt;/samp&amp;gt; section, if &amp;lt;samp&amp;gt;Defaults&amp;lt;/samp&amp;gt; isn&#039;t displayed on the left than click &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; and untick &amp;lt;samp&amp;gt;Hide advanced settings&amp;lt;/samp&amp;gt;. Now click &amp;lt;samp&amp;gt;Defaults&amp;lt;/samp&amp;gt; on the left and then tick &amp;lt;samp&amp;gt;Protect memory&amp;lt;/samp&amp;gt; on the right to enable it by default. This is required for Ocarina of Time to work correctly in Project64, but is not automatically used for Randomizer.&lt;br /&gt;
&lt;br /&gt;
== Enable Unique Game Save Directory ==&lt;br /&gt;
&lt;br /&gt;
By default, Project64 uses the same save for any rom of the same game, which means that it will re-use any earlier OoT or randomizer saves you have when starting a new seed. This can cause a number of issues, including game crashes. To fix this, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Settings...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; find the &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; section. If &amp;lt;samp&amp;gt;Advanced&amp;lt;/samp&amp;gt; isn&#039;t displayed on the left than click &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; and untick &amp;lt;samp&amp;gt;Hide advanced settings&amp;lt;/samp&amp;gt;. In here, tick &amp;lt;samp&amp;gt;Unique Game Save Directory&amp;lt;/samp&amp;gt;. This will make sure every seed gets it&#039;s own game save folder.&lt;br /&gt;
&lt;br /&gt;
== Configure Controller ==&lt;br /&gt;
First, take a look at the [[Controller Setup]] guide. Ensure your controller is calibrated, and if you are using one of the controllers with additional setups steps in that guide make sure you follow them.&lt;br /&gt;
&lt;br /&gt;
In the menu bar navigate to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Configure controller plugin...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; This is where you setup your controller binds.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The buttons on the left of a box refer to the button on an N64 controller and the box next to it displays which button on a controller is currently set for using it.&lt;br /&gt;
&lt;br /&gt;
If you are using an Xbox controller, or any controller that is an XInput device, ensure you check &amp;lt;samp&amp;gt;XInput&amp;lt;/samp&amp;gt; at the top. This will change the bind menu to be more appropriate for your device.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; The &amp;lt;samp&amp;gt;XControl&amp;lt;/samp&amp;gt; column is the button on your controller, and the &amp;lt;samp&amp;gt;N64&amp;lt;/samp&amp;gt; column is the button on the N64 controller you want it to use.&lt;br /&gt;
&lt;br /&gt;
For other controllers and keyboard users, ensure &amp;lt;samp&amp;gt;XInput&amp;lt;/samp&amp;gt; does not have a check by it. Click on the button for the control you want to bind a button to and the menu will wait for you to press a button on the controller or a key on your keyboard to use for the button. &#039;&#039;You may need to change these again if you switch controllers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you use a keyboard, you will also want to increase the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Analog Stick&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Range&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to &amp;lt;kbd&amp;gt;100%&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PJ64 11.png|1. N-Rage Input configuration menu&lt;br /&gt;
File:PJ64 10.png|2. XInput binds enabled&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Scrubs&amp;diff=1109</id>
		<title>Scrubs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Scrubs&amp;diff=1109"/>
		<updated>2020-07-30T21:38:19Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Lost Woods: 5 Scrubs */ KAKW FOREST&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;by Shadeslayer55&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a simple list of all the deku salesman in the game, as many of them are in weird places.&lt;br /&gt;
&lt;br /&gt;
The first part is detailed with pictures, but you can find a summary chart at the end for reference. This list was created mainly for usage with OoTRandomizer, with the shuffle-scrub (scrubsanity) option. I need to get around to adding the salesmen in MQ DC.&lt;br /&gt;
&lt;br /&gt;
Feel free to ping me in the OOTR discord if needed (@shadeslayer55#6797). Thanks to Raizuto_Gaming for helping with formatting!&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Dodongos Cavern: 4 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub: #1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: After the first Lizalfo fight, right before the room with the Dodongos where you need to light the torches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub: #2-3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039; Near the bomb bag chest, there is a bomb/hammer wall. Both scrubs are behind it.&lt;br /&gt;
&lt;br /&gt;
Deku Seed Scrub on the right, Deku nut scrub on the left. You can just climb up here as both adult and child, you do not need to go around the slingshot fire thing area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Requirements&#039;&#039;: Have explosives&lt;br /&gt;
&lt;br /&gt;
[[File:Image 0.png|frame|none|400x225px|Image 0.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: Left side, right as you enter DC&lt;br /&gt;
&lt;br /&gt;
[[File:Image 1.png|frame|none|400x225px|Image 1.png]]&lt;br /&gt;
&lt;br /&gt;
== Jabu: 1 Scrub ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: Behind the elevator in the octorok, you normally carry ruto up to the main level on it. Dive behind into the area. You do not need the scale as child, but you do as adult. You can however jump from the elevator while it is high up and make it without diving at all&lt;br /&gt;
&lt;br /&gt;
[[File:Image 2.png|frame|none|400x225px|Image 2.png]]&lt;br /&gt;
&lt;br /&gt;
== Ganon’s Castle: 4 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #6-9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location:&#039;&#039; Invisible wall underneath the bridge, between the forest trial and the spirit trial&lt;br /&gt;
&lt;br /&gt;
Vanilla Items from left to right: Green potion, Bombs, Arrows, Red potion&lt;br /&gt;
&lt;br /&gt;
[[File:Image 3.png|400x225px|image alt text]] [[File:Image 4.png|400x225px|image alt text]]&lt;br /&gt;
&lt;br /&gt;
== Hyrule Field: 1 Scrub ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location:&#039;&#039; Bombable grotto near the lake, in between the fences&lt;br /&gt;
&lt;br /&gt;
[[File:Image 5.png|frame|none|400x225px|Image 5.png]]&lt;br /&gt;
&lt;br /&gt;
== Zora’s River: 2 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #11-12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location:&#039;&#039; &#039;&#039;&#039;Song of storms&#039;&#039;&#039; grotto in the center of the rocks&lt;br /&gt;
&lt;br /&gt;
Green potion on right, Red potion on left&lt;br /&gt;
&lt;br /&gt;
[[File:Image 6.png|frame|none|400x225px|Image 6.png]]&lt;br /&gt;
&lt;br /&gt;
== Sacred Forest Meadow: 2 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #13-14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: Song of Storms Grotto, bottom right of forest temple entry area. Who would even find this…&lt;br /&gt;
&lt;br /&gt;
Green potion on right, Red Potion on left&lt;br /&gt;
&lt;br /&gt;
[[File:Image 7.png|frame|none|400x225px|Image 7.png]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lake Hylia: 3 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #15-17&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: Under gravestone in lake, between bridges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Child, talk to Kaepora (The owl), and let him fly away&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Items from left to right: Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
[[File:Image 8.png|400x225px|image alt text]][[File:Image 9.png|400x225px|image alt text]]&lt;br /&gt;
&lt;br /&gt;
== Lost Woods: 5 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #18-19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: In the area with the forest stage grotto.&lt;br /&gt;
&lt;br /&gt;
From Kokiri Forest: Enter-&amp;gt; Right-&amp;gt;Left-&amp;gt;Right-&amp;gt;Left-&amp;gt;Left&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sticks on right, Nuts on left&lt;br /&gt;
&lt;br /&gt;
[[File:Image 10.png|frame|none|400x225px|Image 10.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #20-21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: Grotto underneath rock in lost woods. Its right next to the entrance to SFM, under a boulder.&lt;br /&gt;
&lt;br /&gt;
From Kokiri Forest: Enter-&amp;gt;Right-&amp;gt;Left-&amp;gt;right-&amp;gt;Left-Straight-&amp;gt;Left&lt;br /&gt;
&lt;br /&gt;
Arrows on Right, nut upgrade on left&lt;br /&gt;
&lt;br /&gt;
[[File:Image 11.png|frame|none|400x225px|Image 11.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #22&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: From forest, go left into skull kid area, then left again, all the way in the back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Image 12.png|frame|none|400x225px|Image 12.png]]&lt;br /&gt;
&lt;br /&gt;
== Desert: 2 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #23-24&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: Under silver rock near desert warp pad&lt;br /&gt;
&lt;br /&gt;
Right side green potion, left side red potion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Requirements&#039;&#039;: Silver Gauntlets&lt;br /&gt;
&lt;br /&gt;
[[File:Image 13.png|frame|none|400x225px|Image 13.png]]&lt;br /&gt;
&lt;br /&gt;
== Death Mountain Crater: 4 scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #25-27&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: Hammer rock near goron city entrance&lt;br /&gt;
&lt;br /&gt;
Items from left to right: Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
[[File:Image 14.png|400x225px|image alt text]][[File:Image 15.png|400x225px|image alt text]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #28&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: Past the jump that separates upper DMC and lower DMC, near the ladder&lt;br /&gt;
&lt;br /&gt;
Child only…&lt;br /&gt;
&lt;br /&gt;
[[File:Image 16.png|400x225px|image alt text]][[File:Image 17.png|400x225px|image alt text]]&lt;br /&gt;
&lt;br /&gt;
== Goron City: 3 scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #29-31&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: Past the random lava room goron city&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adult Only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Items from left right: Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
[[File:Image 18.png|400x225px|image alt text]][[File:Image 19.png|400x225px|image alt text]]&lt;br /&gt;
&lt;br /&gt;
== Lon Lon Ranch: 3 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #32-34&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Location: South East field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child Only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Items from left to right: Nuts, Seeds, Bombs&lt;br /&gt;
&lt;br /&gt;
[[File:Image 20.png|frame|none|400x225px|Image 20.png]]&lt;br /&gt;
&lt;br /&gt;
== Gerudo Valley: 2 Scrubs ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrub #35-36&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Location&#039;&#039;: Song of storms grotto Behind Carpenters tent&lt;br /&gt;
&lt;br /&gt;
Items from left to right: Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
[[File:Image 21.png|frame|none|400x225px|Image 21.png]]&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Chart: ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Region&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Location&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Vanilla Items (Left to right)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Right after the first Lizalfo fight, there is a bomb/hammer wall&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Sticks&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
You can skip the lizalfo fight by going in reverse as adult&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Near the bomb bag chest, there is a bomb/hammer wall&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Seeds, Nuts&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
You can just climb up here as both adult and child, you do not need to go around the slingshot fire thing area&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Left side, right as you enter DC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Deku Shield&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Jabu&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Behind the elevator near the octorok&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
You do not need the scale as child, but you do as adult. You can however jump from the elevator while it is high up and make it without diving at all&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
GC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Invisible wall underneath the bridge, between the forest trial and the spirit trial&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Green Potion, Bombs, Arrows, Red Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
HF&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Bombable grotto near the lake, in between the fences&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Piece of Heart*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Randomized in non scrub sanity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
ZR&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Song of storms grotto in the center of the rocks near field entrance&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
SFM&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Song of Storms Grotto, bottom right of forest temple entry area&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Who would even check this…&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LH&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Under gravestone in lake, between bridges&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
If you’re Child, talk to Kaepora (The Owl) so he flies away, then move the gravestone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LW&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
In the area with the forest stage grotto&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Sticks&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LW&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Grotto underneath rock in lost woods&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Nut Upgrade&#039;&#039;&#039;*, Arrows&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
LW&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
From forest, go left into skull kid area, then left again, all the way in the back&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Stick Upgrade*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only, randomized in non scrub sanity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Desert&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Under silver rock near desert warp pad&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DMC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Hammer rock near goron city entrance&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
DMC&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Past the jump that separates upper DMC and lower DMC, near the ladder&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only, See pic, kinda hard to find&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Goron City&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Past the random lava room goron city&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Adult Only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Lon Lon Ranch&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
South East of the ranch&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Nuts, Arrows, Bombs&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Child Only&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Gerudo Valley&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Song of Storm Grotto behind the carpenters tent&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
Red Potion, Green Potion&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Bolded&#039;&#039;&#039; items in the middle column are still relevant when Scrubs are not shuffled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages with broken file links]]&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=1108</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=1108"/>
		<updated>2020-07-28T19:07:15Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Forest Temple */ Dins for eye switch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;“My Seed Is Broken!” (Glitchless Logic)&#039;&#039;&#039; - Solutions to completing randomized runs of &#039;&#039;Ocarina of Time&#039;&#039; can sometimes be unintuitive. While your seed may appear to be unbeatable, this isn’t often the case. Thanks to developers much smarter than myself, OoTR’s logic is surprisingly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of your playthrough, instructions to finding your next step will be listed [[#Knowing_the_Way_with_the_Spoiler_Log|here]].&lt;br /&gt;
&lt;br /&gt;
If you follow these steps and still need help, you’re welcome to ask for support in the [https://discordapp.com/channels/274180765816848384/274186223147417600 #questions-gameplay] channel of our [https://discord.gg/3VJPQNK Discord Server]. Make sure to provide your seed and setting string along with any important details about the issue. If it turns out you have indeed encountered a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
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{{TOClimit|2}}&lt;br /&gt;
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== Other Logic Pages ==&lt;br /&gt;
This section of the Wiki is for Glitchless Logic; for more information on Glitched and Entrance Randomizer Logic, please view the [[Glitched_Logic|Glitched]] and [[Entrance_Randomizer|Entrance Randomizer]] sections of the Wiki.&lt;br /&gt;
&lt;br /&gt;
It is also to document unusual logic you &#039;&#039;&#039;absolutely must&#039;&#039;&#039; know in a seed to finish a randomizer seed. Racers and individuals who wish to contribute to the randomizer by adding features with logical requirements might want or need to be familiar with the logic on a deeper level. They should view the [[Advanced Logic]] page for a better understanding of some of the more difficult to comprehend, but unnecessary to know by heart, logic quirks.&lt;br /&gt;
&lt;br /&gt;
== Vanilla Help ==&lt;br /&gt;
For a quick refresher on the most basic aspects of Ocarina of Time, you should take a look at a couple of [https://strategywiki.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time/Getting_Started Getting Started pages for Ocarina of Time].&lt;br /&gt;
&lt;br /&gt;
If you are new to randomizer, you really should reacquaint yourself with vanilla before playing. If you haven&#039;t played Ocarina of Time in the past few weeks, even if you&#039;ve played it many times in the past, it is recommended you give vanilla a quick playthrough again before attempting randomizer. If you get stuck while going through vanilla you should use a guide such as [https://strategywiki.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time/Table_of_Contents the StrategyWiki] or [https://www.zeldadungeon.net/ocarina-of-time-walkthrough/ Zelda Dungeon] guides. If you prefer video guides, the user [https://www.youtube.com/user/ScarecrowScythe Krow&#039;s Graveyard] has a playlist for [https://www.youtube.com/playlist?list=PLC4ADFACDF4946595 Vanilla Ocarina of Time] and also [https://www.youtube.com/playlist?list=PLDgypNs3MY2Rd1jlYqNTWIfeLW7AiuoOK Master Quest Ocarina of Time]. You &#039;&#039;&#039;must&#039;&#039;&#039; know how to beat vanilla to even have a chance of beating randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Minuet of Meadow item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stand outside the Forest Temple as an adult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Wake up Talon&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Wake up Talon with a white Cucco from the Weird Egg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entering the Castle&#039;&#039;&#039;&lt;br /&gt;
Move the Milk Crates to create a platform you can jump off of to reach the sewer hole along the castle wall. Talon must be woken up first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaching Zelda (Zelda&#039;s Lullaby location)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Enter the Castle during the day, then avoid the guards Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Malon won&#039;t teach her song (Epona&#039;s Song location)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
As a child, show her your Ocarina during the day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Song of Storms item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Show an Ocarina to the Windmill operator as an adult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Obtaining the Sun&#039;s Song item&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Obtained via the Royal Family&#039;s Tomb at the Kakariko Graveyard which can be accessed by playing Zelda&#039;s Lullaby outside it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spinning Pottery&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The spinning Goron Pot is activated by lighting the torches surrounding it. This can be accomplished by lighting sticks from Darunia&#039;s chamber OR by casting Din&#039;s Fire.&lt;br /&gt;
The Spinning Pot has 3 faces - Happy, Neutral, and Mad. Only the Happy face gives a randomized reward; Neutral give 3 bomb refills and Mad gives 3 green rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get Scarecrow’s Song&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In order to use the Scarecrow’s Song, you must teach it to Bonooru as a child and then remind him again as an adult. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Stuck without warp songs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you save and quit outside the dungeon, reloading the game will put you at the Temple of Time (if adult) or Link&#039;s house (if child).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Opening Grottos Without Bombs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Any grotto you can open with Bombs may also be opened with Hammer, however some grottos will only reveal themselves when you play Song of Storms.&lt;br /&gt;
&lt;br /&gt;
== Misunderstood Vanilla Mechanics ==&lt;br /&gt;
A lot of randomizer still requires you to meet the vanilla requirements to do certain things. It just so happens that sometimes vanilla takes shortcuts in how it does its logic since it&#039;s impossible to do certain things before other events, and sometimes it cannot take those shortcuts due to other reasons. These are the most common issues people have coming over to randomizer from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Skull Kid Ignores the Skull Mask&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Skull Kid won’t buy Skull Mask until you befriend him with Saria’s Song.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Saria Missing from Sacred Forest Meadow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Saria won&#039;t teach you her song until you have Zelda&#039;s Letter or later in the child trade sequence in your inventory. You need to wake up Talon and obtain the Letter before you can obtain Saria&#039;s Song.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Ocarina of Time and Song of Time Cutscenes&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
This is the location near the Castle Town draw bridge that would normally play Zelda &amp;amp; Impa&#039;s escape cutscene. You must possess all 3 Spiritual Stones when approaching the Draw Bridge as a child to enable the Ocarina of Time location. Zora&#039;s Sapphire alone is not enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can&#039;t Find the Running Man&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You must possess all 3 Spiritual Stones in order for him to be found running around Hyrule Field. Zora&#039;s Sapphire alone is not enough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Open the Door of Time&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Playing the Song of Time is the only requirement to opening the Door of Time. This means you only need a Fairy Ocarina and the Song of Time. You &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; need the Spiritual Stones.&lt;br /&gt;
* In 3.0 and prior, if you warp to the Temple of Time with Prelude of Light, you must exit and re-enter the Temple for the Song of Time to work correctly. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Big Poe Hunt&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Without Epona there is a 1/4 (25%) chance of a Big Poe spawning as you pass by their spawn areas. While on Epona there is a 100% chance that the poe that spawns will be a Big Poe. Due to this, default logic does not expect you to hunt big poes without Epona. You may be expected by logic to find them as the random contents of bottles you find if the Big Poe Count setting is set low enough for them to matter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Burning Village/Nocturne of Shadow Cutscene&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Forest, Fire, and Water Medallions are needed and you have to enter the village as Adult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Contrary to what&#039;s expected, the song you would acquire as an adult after leaving Spirit Temple can also be collected as a child. It is the same requirements as vanilla (Exit Spirit Temple) but normal runs through the game always have you visit as an adult, so this may catch some players unaware if they have never used sequence breaks before. If playing Entrance Randomizer, exit whichever dungeon is placed at Desert Colossus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Zelda Light Arrow Cutscene&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Entering the Temple of Time with the Shadow and Spirit medallions in your possession will give you the item that has replaced the Light Arrows location.&lt;br /&gt;
&lt;br /&gt;
== Vanilla Mechanics Changed by Randomizer ==&lt;br /&gt;
Randomizer has also changed some vanilla mechanics in an attempt to make randomization of certain elements more valuable. If you are &#039;&#039;very&#039;&#039; familiar with Ocarina of Time you may want to take note of these following differences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Ocarina Memory Game&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Randomizer changed this mini-game to only need to be done once, and only with the 5 note version of the mini-game to obtain the item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Malon or Talon Missing from Ranch&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Malon and Talon normally appear in Lon Lon Ranch after you have spoken to Zelda and gotten Zelda&#039;s Letter. Due to Weird Egg being able to be shuffled some changes have had to be made to this to avoid softlocks. Waking Talon up at Hyrule Castle with the Cucco from the Weird Egg and obtaining Zelda&#039;s Letter will have him appear at the ranch. Malon will also appear at the ranch after this if Weird Egg is not shuffled. If Weird Egg is shuffled, she will not appear at the ranch until you have obtained the item that replaces the Weird Egg from her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Dampe&#039;s Heart-Pounding Gravedigging Tour&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Dampe is no longer a random number of attempts and will dig up the Heart Piece on the first attempt. You don&#039;t even have to be over a dirt patch. There is also a bug in vanilla where if you leave the area before picking up the Heart Piece it is lost forever. The randomizer has mostly solved this issue, just don&#039;t die before picking up the Heart Piece. This seems to do the same thing the vanilla bug does, but isn&#039;t handled properly by the randomizer yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Sheik at Temple&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Sheik cutscene at the Master Sword pedestal to obtain Prelude of Light has been changed from beating Forest Temple to obtaining the Forest Medallion. Once you have the Forest Medallion, approaching the pedestal as adult either from the door of time, or from pulling the sword out as child will give you the reward.&lt;br /&gt;
&lt;br /&gt;
== Forest ==&lt;br /&gt;
This area covers &#039;&#039;&#039;Kokiri Forest&#039;&#039;&#039;, &#039;&#039;&#039;The Lost Woods&#039;&#039;&#039;, and &#039;&#039;&#039;The Sacred Forest Meadow&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Closed Forest&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you have chosen to play with the Open Forest setting set to &amp;quot;Closed Forest&amp;quot; then you are not intended to leave the forest until you have beaten Gohma in the Great Deku Tree. Even if you an ocarina, bombs or a Silver Scale, you must not leave the forest through the Lost Woods or a warp song. Your Kokiri Sword will be somewhere in these forest areas, and the shop will have a repeatably purchasable Deku Shield for you even with Shopsanity active.&lt;br /&gt;
&lt;br /&gt;
Your Slingshot may appear anywhere in these forest areas &#039;&#039;or&#039;&#039; [[#Deku Tree|The Great Deku Tree]].&lt;br /&gt;
&lt;br /&gt;
You may have to access hidden grottos. In version 5.1 and prior you were required to do this without any hint as to where they are located, but as of 5.2 you should obtain the Stone of Agony before you are expected to find these locations, as long as you don&#039;t activate the trick that removes the SoA requirement.&lt;br /&gt;
&lt;br /&gt;
If you are playing with Tokensanity, you can access the Gold Skulltulas in the dirt patches by going into the Lost Woods and jump slashing the bushes outside of the Goron City warp. This will release bugs that you can catch in a bottle and use in the dirt patches. Since your sword can be in one of these dirt patches, you&#039;ll need to keep this in mind.&lt;br /&gt;
&lt;br /&gt;
== Kakariko Village ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Rear Entrance to Impa&#039;s House as Child&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Grab a chicken and take it to the incomplete house. Toss it up to the top of the pile of bricks and climb up after it. Once on top of the pile of bricks with the Chicken you can lift up the chicken and fly across to the Scaffolding, from here you follow behind the carpenter until you reach a good position to jump towards the entrance above the chicken coop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Shooting Gallery gives 50 rupees&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Fairy Bow/Quiver is required to win the special prize. Otherwise you will receive 50 rupees. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t get onto rooftops without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Yes you can. Get a little closer and use the Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Draining Kakariko Well&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Song of Storms to the Windmill Operator as a child.&lt;br /&gt;
&lt;br /&gt;
*Project 64 is known to have issues with this, among other things. For the purposes of this project, we can only recommend using a different emulator such as [[Bizhawk]] or [[Retroarch]]. &#039;&#039;This bug most frequently arises when trying to drain the Well at night; attempting it during the day is less likely to cause this crash.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Freestanding PoH in Windmill&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The freestanding heart piece in the windmill doesn&#039;t always require an ocarina or the Song of Time. You can use the boomerang to grab the item here. There is also a trick to reach it with no other items required.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress/Valley ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Traversing the Gerudo Valley Broken Bridge&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can cross the Broken Bridge as an Adult by using either Epona to jump it or using the Longshot on the sign above the gate on the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Entering Gerudo Training Grounds without being captured&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You must possess the Gerudo Membership Card and also rescue all of the Carpenters they have captured. If the Gerudo Membership Card is shuffled in to the Item Pool then you&#039;ll only need to find the card, you don&#039;t need to rescue the Carpenters to access the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Getting caught without a Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Should you be caught by a Gerudo Guard, either inside during combat or outside by being seen, and do not posses a Hookshot, you will be thrown into the valley outside the tent rather into the jail cell from which you could not escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Horse archery NPC is missing or won&#039;t let you play the mini-game&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
To play this minigame you&#039;ll need the Fairy Bow, Epona and Gerudo Membership Card. It must also be day time.&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Grounds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lava room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can reach the torch at the end of this room using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Timed boulder room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The target on the ceiling is just within range of the Hookshot if you stand directly under it. A wallmaster can also lift you up into the rupee if it’s the last one you need to collect. &lt;br /&gt;
&lt;br /&gt;
== Goron City ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Goron City from Lost Woods without Bombs&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can ignite the Bomb Flowers behind the boulders using Din’s Fire. Alternatively, if Adult Link destroys the boulders—with Hammer, Strength, or Bow—they&#039;ll be destroyed in the past so Child Link can enter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get large rolling Goron to relinquish goods&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bomb the Goron in the dark tunnel near the sign (Bomb/Bombchu). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version 4.0 and older the Large Rolling Goron also requires you to be in possession of a Bomb Bag&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boulder Maze without Bombs or Hammer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Silver Guantlets are effective at clearing a path to each of the chests in the room. This will take some time, however. &lt;br /&gt;
&lt;br /&gt;
== Zora’s Domain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Access With Silver Scale&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you have the Silver Scale you can access Zora&#039;s Domain as child from Lake Hylia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Need Blue Fire to unfreeze King Zora/Zora shop&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you have access to Ganon’s Castle, Blue Fire can be found in Water Trial. Blue Fire may be a purchasable item for 300 rupees in shops.&lt;br /&gt;
&lt;br /&gt;
== Lake Hylia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Go fishing&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You require an 8 pound fish as a Child or a 10 pound fish as an Adult. You must toss the lure in deep enough water to entice fish to bite. There&#039;s a minimum depth required for the mini-game to work, if you toss the Lure in very shallow water the fish may swim around the Lure but never bite. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lake Hylia - Shooting the Sun with an arrow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can reach the tall rectangle island without filling the lake by using Scarecrow&#039;s Song and Longshot. You may not need to complete the Water Temple and raise the water level at Lake Hylia to aquire the item. The arrow must be fired at the sun during the early morning as per the written instructions on the stone platform you must fire from.&lt;br /&gt;
&lt;br /&gt;
== Death Mountain Crater ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the lower Exit&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
From the top of the tall ladder you can use the Hover Boots to hover over the boulder blocking the shortcut to Goron City (lower exit). You can also use the Hover Boots at the bottom of the ladder to bypass the Boulder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the bottom area for Bolero of Fire and access to Fire Temple&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
From the top of the tall ladder you can use the Hover Boots to hover over the boulder blocking the shortcut to Goron City (lower exit), and across the dilapidated bridge to reach the Warp Platform &amp;amp; Fire Temple. You can also use the Hover Boots at the bottom of the ladder to bypass the Boulder.&lt;br /&gt;
*You can also reach this bottom area with the Longshot by jumping from the upper area onto the lava platforms below and shooting a wooden plank to pull yourself across the pool of lava.&lt;br /&gt;
&lt;br /&gt;
== Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Access F3 Without Slingshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You are not required to have the slingshot to get to the top floor of the Deku Tree. In fact in Master Quest you don&#039;t get the slingshot until you have climbed all the way up the tree in the first place. Skulltulas won&#039;t rush you if you are not moving. You can sneak past them while they are not looking at you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Two Chests In Slingshot Room&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In vanilla deku tree there are two chests in the Slingshot room. The first is the obvious one that has the slingshot, but there are vines to the left of it that you can climb to access a second chest that normally only has a recovery heart.&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;First Switch&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The switch on the ceiling in the first room of Jabu Jabu&#039;s Belly can be hit using explosives.&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Gold Skulltula on top of the Sinking Staircase&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Progress through the right side of the dungeon and hit the switch that makes the platforms in the entrance room rise higher, then leave the dungeon and re-enter it, progress through the dungeon backwards by taking the right platform in the entrance room to the top floor and going through the door on the upper level. This will grant you access to vines on the side of the stairs before the stairs have been lowered by the bomb blasts.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Get outside without Song of Time or Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Hover Boots you can float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Cross to the other courtyard via Well&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Gold Scale or Iron Boots you can cross from one courtyard to the other through the well&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t push large colored blocks as adult&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the Forest Temple the Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Triggering the frozen eye switch without Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can use Din&#039;s Fire from the platform below the frozen eye switch to activate it.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Can’t push large colored blocks as adult&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the Fire Temple the Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Volvagia without Hammer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, you’ll still need the Hammer to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Skip the topmost locked door&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Similarly to Volvagia, you can skip the topmost locked door by using Hover boots to float over to the pillar. Then you can use the Hammer to open the door leading to the Highest Goron and Hammer Chest.&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boss Key chest without Bombs or Goron’s Bracelet&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Getting past the timed gate without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
After shooting the eye switch, crossing the gap with Hover Boots will get you past the gate before it closes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Center room’s Gold Skulltula without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Cast Farore’s Wind inside the center room. Raise the water to its highest level and perform Farore&#039;s Wind again to return to the warp point. Swim to the surface to reach the Gold Skulltula.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;I can’t raise the water level&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;This is only relevant prior to version 4.0 of randomizer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the water level lowered, jump down to the second level of the central structure. This may require savewarping to the beginning of the dungeon to reach. Use the Hookshot to climb onto the top level. With a well-spaced rolling jump you should be able to reach the ledge where you can raise the water to its highest level. This isn&#039;t required but it&#039;s a handy time saver.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;First silver rupee room without Hookshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can get to the raised platform in the corner of the room by using the Hover Boots from the nearby low wall. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spike floor room without Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Backflip onto the chest spawned in the middle of the room. From there you can use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach the boat without Goron’s Bracelet&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can bypass pushing the large block by shooting the top of the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Reach Bongo Bongo without the Fairy Bow&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Play the Scarecrow’s Song to summon Pierre. Shoot his face with the Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Lower metal bridge on child side without Boomerang&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can just barely hit the switch with a well-placed slingshot shot. Alternatively, you can hit the crystal switch with a well-timed Bombchu placement in the opposite direction. Hopefully you’ll hit it, or you’ll have to go out and buy more Bombchus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Map chest without Din’s Fire or Magic&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Collect all the silver rupees in the boulder room without Hover Boots&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
You can reach the floating rupee by jumping into the boulder with a jump slash, or even without hittng the boulder if you time the jump slash properly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Silver Gauntlets chest from adult side using Longshot&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With a Longshot, shoot the chest opposite from the Mirror Shield chest to gain access to its contents and the end of child-side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Boss Key Chest&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Eye Switch can be accessed by hitting the fake door with something to make it fall over. You do not necessarily need to destroy the fake door.&lt;br /&gt;
&lt;br /&gt;
== Ganon’s Castle ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Spirit Trial without Fire Arrows&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
A precise shot of an arrow through the torch will burn the web to reveal the sunlight. Or moonlight. Maybe it’s a big lamp, idk. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Water Trial Blue Fire&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
With your bridge requirement set to Open you may be required to use a bottle to bring Blue Fire to thaw King Zora or, if you have shopsanity active, to open the Zora Shop as adult if you can&#039;t access it as child.&lt;br /&gt;
&lt;br /&gt;
== Knowing the Way with the Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
The spoiler log contains information about your personally randomized copy of the game and can be very helpful when looking for important items you&#039;ve missed. It takes only a few steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Website Seeds&#039;&#039;&#039;&lt;br /&gt;
*[[Frequently_Asked_Questions#How_Do_I_Find_My_Spoiler_Log_Again.3F|How do I find my spoiler log again?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versions 1.0 - 3.0 and Standalone Download&#039;&#039;&#039; &lt;br /&gt;
#Open the spoiler log generated alongside your ROM. It should be formatted as &amp;lt;code&amp;gt;OoT_SETTINGSTR_SEED_Spoiler.txt&amp;lt;/code&amp;gt;. &lt;br /&gt;
#Scroll down to the section labeled &#039;&#039;Way of the Hero&#039;&#039;. &lt;br /&gt;
#Ensure that you have collected all the items listed in the section, as they are essential to beating the game.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=1107</id>
		<title>Retroarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=1107"/>
		<updated>2020-07-28T16:24:07Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Mupen64Plus Next Freezes */ Update freeze workaround (it&amp;#039;s now an option in the core menu)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;by Raizuto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RetroArch is the only cross-platform emulator supported by the Ocarina of Time Item Randomizer staff, and the number 1 recommended emulator regardless of platform. It is also possible to use it to play a vast number of platforms other than N64 as well. This might just make it your emulator of choice once you get used to using it.&lt;br /&gt;
&lt;br /&gt;
== Installing RetroArch ==&lt;br /&gt;
[[File:RetroArch-Download-Stable.jpeg|none|thumb|RetroArch Downloads Page and Download Stable button]]&lt;br /&gt;
Head over to the [http://www.RetroArch.com/index.php?page=platforms RetroArch downloads page] and click the button labeled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Download Stable&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; Run the installer file it downloads.&lt;br /&gt;
&lt;br /&gt;
=== Windows Specific Installation ===&lt;br /&gt;
On Windows you may get a popup when trying to run the installer that warns you if you do not have &amp;lt;samp&amp;gt;DirectX 9.0c&amp;lt;/samp&amp;gt; installed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. Press &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;OK&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to continue. Click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; until it asks you where you would like to install RetroArch&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. The default path should be &amp;lt;var&amp;gt;C:\Users\&amp;amp;lt;yourusername&amp;amp;gt;\AppData\Roaming\RetroArch&amp;lt;/var&amp;gt;. If it does not display this location it is recommended to copy and paste the following text into the box: &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;%AppData%\RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and then continue clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Soon you will see the &amp;lt;samp&amp;gt;Choose Components&amp;lt;/samp&amp;gt; screen&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. Make sure you click the checkbox next to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;DirectX 9.0c Runtime&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; before clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Keep clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; until the &amp;lt;samp&amp;gt;Install&amp;lt;/samp&amp;gt; button appears. Once you click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Install&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; RetroArch will begin installing.&lt;br /&gt;
&lt;br /&gt;
Before RetroArch finishes installing it should pop up the DirectX installer. Click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; until you get to the screen offering to install the Bing Bar&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;. You should uncheck &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Install the Bing Bar&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; before clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Once you finish the DirectX installation the RetroArch installation will finish as well.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-Windows-DirectXWarning.jpeg|1. The DirectX not installed warning.&lt;br /&gt;
File:RetroArch-Windows-InstallLocation.jpeg|2. The location you install to should be similar to the one displayed here. Copy the value displayed above if it doesn&#039;t.&lt;br /&gt;
File:RetroArch-Windows-ChooseComponents.jpeg|3. Make sure DirectX 9.0c Runtime is checked.&lt;br /&gt;
File:RetroArch-Windows-DirectXBingBar.jpeg|4. Make sure you uncheck this so you don&#039;t end up with software you don&#039;t need on your computer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Install a RetroArch Core ==&lt;br /&gt;
You should now be at the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; of RetroArch&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. You can switch between the different menus on the left side of the screen when you are on the top-most sub-menu of a menu. If you can&#039;t see the left sidebar with the different menus listed and you need to switch which menu you are in, you can press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt;, &amp;lt;kbd&amp;gt;X&amp;lt;/kbd&amp;gt;, or the &amp;lt;kbd&amp;gt;Right Mouse Button&amp;lt;/kbd&amp;gt; until you see it again. To open a menu, submenu, or option you can press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;Z&amp;lt;/kbd&amp;gt; while it is highlighted, or &amp;lt;kbd&amp;gt;Left Mouse Button&amp;lt;/kbd&amp;gt; while hovering over it. &#039;&#039;Keep in mind that these are the default controls in RetroArch&#039;&#039;. If you change these keyboard bindings in the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; menu, you&#039;ll have to use the buttons you bound to A or Start to select, and the buttons you bound to B or Back to go back to the previous menu. Using the mouse controls should always work properly, so we will assume you are using them throughout the rest of the guide.&lt;br /&gt;
&lt;br /&gt;
On the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; click on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Load Core&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; option. In the &amp;lt;samp&amp;gt;Load Core&amp;lt;/samp&amp;gt; submenu, you will normally see your installed cores. Since you just installed RetroArch you won&#039;t see any. Click the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Download a Core&amp;lt;samp&amp;gt;&amp;lt;/kbd&amp;gt; option&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. In the &amp;lt;samp&amp;gt;Core Updater&amp;lt;/samp&amp;gt; menu that appears, scroll down to the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64&amp;lt;/samp&amp;gt; options. It is recommended that you choose the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt; core option&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. You can also choose the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus-Next)&amp;lt;/samp&amp;gt; core option if you want, but be aware that the it can have the following issues: [[#Mupen64Plus Next Freezes|Mupen64Plus Next Freezes]] and [[#Mupen64Plus Next Epona Carrots|Mupen64Plus Next Epona Carrots]]. &#039;&#039;&#039;Windows Users:&#039;&#039;&#039; the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus-Next GLES3)&amp;lt;/samp&amp;gt; option should not be chosen. This is a special build of the Mupen64Plus-Next core intended to run on XBox One devices. &#039;&#039;&#039;It will not run on Windows PCs&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-InstallCore-MainMenu.jpeg|1. The Main Menu of RetroArch. You&#039;ll want to return here often.&lt;br /&gt;
File:RetroArch-InstallCore-DownloadCore.jpeg|2. You&#039;ll need to download a core before you can play any ROMs.&lt;br /&gt;
File:RetroArch-InstallCore-ParaLLEl.jpeg|3. ParaLLEl N64 is known to be the most stable core for the Ocarina of Time Randomizer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Configure RetroArch ==&lt;br /&gt;
&lt;br /&gt;
From the top menu level of the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; click on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu below the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; in the sidebar on the left. Scroll down to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Saving&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and change &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;SaveRAM Autosave Interval&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;10&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; seconds by clicking it, and the scrolling down to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;10 seconds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Next, go back to the top level menu of &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt;. Scroll down and select the option &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Directory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. In the menu this opens scroll down and select the option called &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;File Browser&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. You will be presented with an overview of your system partitions. Navigate through your computer files to the folder you keep your ROMs in. &#039;&#039;&#039;They will not show up yet&#039;&#039;&#039;. Choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Use this directory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; anyway. Most browsers will save your randomizer ROM to your Downloads folder by default&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;. However, if you are using the downloaded version of the Ocarina of Time Randomizer the default location for your patched ROMs is a folder called &amp;lt;samp&amp;gt;Output&amp;lt;/samp&amp;gt; next to the &amp;lt;samp&amp;gt;.exe&amp;lt;/samp&amp;gt; file you double click to start the randomizer.&lt;br /&gt;
&lt;br /&gt;
Once you have finished configuring RetroArch you must properly restart it. &#039;&#039;Do not press &amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; or the X in the top right corner.&#039;&#039; Go back to the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and move all the way down to the option near the bottom &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;. Once you reopen RetroArch go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Load Content&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Start directory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You should now see your ROMs&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;. When you choose one of your ROMs it may ask you which core you want to use if you downloaded more than one of them. It is recommended that you choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; for the most stable experience.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-Configure-AutoSave.png|1. With this option RetroArch will periodically save your save data to disk. This will prevent most data loss in the event of a crash.&lt;br /&gt;
File:RetroArch-Configure-Directory.jpeg|2. This option lets you set where RetroArch saves and looks for various files on your computer.&lt;br /&gt;
File:RetroArch-Configure-FileBrowser.jpeg|3. File Browser defines the &amp;lt;samp&amp;gt;Start Directory&amp;lt;/samp&amp;gt; that RetroArch uses when you are picking your ROM.&lt;br /&gt;
File:RetroArch-Configure-UseThisDirectory.jpeg|4. Your ROM files will not show up here! You still want to click &amp;amp;lt;Use this directory&amp;amp;gt; so that they will show up in a couple more steps.&lt;br /&gt;
File:RetroArch-Configure-Downloads.jpeg|5. You probably want your File Browser setting to have a similar path to this image.&lt;br /&gt;
File:RetroArch-Configure-Restart.jpeg|6. RetroArch will delete any changes you made if you do not restart it properly. Always use this option to ensure your settings get saved.&lt;br /&gt;
File:RetroArch-Configure-StartDirectory.jpeg|7. Your ROMs should now appear when you select this menu option if you set your &amp;lt;samp&amp;gt;File Browser&amp;lt;/samp&amp;gt; directory properly. If you don&#039;t you should go back to that step and try again.&lt;br /&gt;
File:RetroArch-Configure-SelectCore.jpeg|8. ParaLLEl N64 core is the most stable core for the Ocarina of Time Randomizer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
If you are going to use a controller, [[#Controller Configuration|skip this section]].&lt;br /&gt;
&lt;br /&gt;
Head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. An example of some control binds when using a keyboard can be found [https://docs.google.com/document/d/1F8JOk-eqoowZyeYtoF3XLBh1EwYULddo6ZyFgFYxU5M/edit here].&lt;br /&gt;
&lt;br /&gt;
== Controller Configuration ==&lt;br /&gt;
&lt;br /&gt;
First, take a look at the [[Controller Setup]] guide. Ensure your controller is calibrated, and if you are using one of the controllers with additional setups steps in that guide make sure you follow them.&lt;br /&gt;
&lt;br /&gt;
If your controls don&#039;t feel quite right, while running the ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to access the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu. If your stick causes input without you trying to, change the &amp;lt;samp&amp;gt;Analog Deadzone&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;10&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or higher if that is not enough. If you aren&#039;t able to both walk and run increase &amp;lt;samp&amp;gt;Analog Sensitivity&amp;lt;/samp&amp;gt; to make it easier to run. Decrease it to make it easier to walk.&lt;br /&gt;
&lt;br /&gt;
=== Remap Your Controls ===&lt;br /&gt;
You&#039;ll probably need to customize your controller inputs by loading your ROM and pressing the &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; key to bring up the RetroArch &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controls ⇒ Port 1 Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Highlight the control on your controller on the left side and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; and &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to cycle through the available N64 controller options on the right side.&lt;br /&gt;
&lt;br /&gt;
Make sure &amp;lt;samp&amp;gt;C-Buttons Mode&amp;lt;/samp&amp;gt; is not bound to any of your controls. This is intended for controllers without enough buttons/a right analog stick to map C-Buttons to and usually causes controller issues.&lt;br /&gt;
&lt;br /&gt;
==== Gamecube Style C-Buttons ====&lt;br /&gt;
If you want to emulate the Gamecube controller&#039;s style of C-Buttons, where they are bound to the right analog stick and the the extra face buttons on your controller, you need to enable another setting. Press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and scroll down and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Scroll down and switch the &amp;lt;samp&amp;gt;Independant C-button Controls&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;False&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;True&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. This will add controls like &amp;lt;samp&amp;gt;C-Down&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;C-Up&amp;lt;/samp&amp;gt; to the right side of the Controls remappings.&lt;br /&gt;
&lt;br /&gt;
Head back to the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and go over to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and map your face buttons to the &amp;lt;samp&amp;gt;C-*&amp;lt;/samp&amp;gt; options, and your right analog stick to the &amp;lt;samp&amp;gt;C Buttons *&amp;lt;/samp&amp;gt; analog control values.&lt;br /&gt;
&lt;br /&gt;
=== GameCube Controller Setup ===&lt;br /&gt;
&lt;br /&gt;
==== MayFlash GameCube Adapter ====&lt;br /&gt;
Make sure the switch on the back of your controller is set to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;PC&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. If you just downloaded RetroArch the controller should just work. If not, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Online Updater&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Update Joypad Profiles&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Once it finishes downloading and extracting the zip file, restart RetroArch.&lt;br /&gt;
&lt;br /&gt;
Your controller should now be working. If it isn&#039;t you can try the different controller ports or go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Highlight &amp;lt;samp&amp;gt;Device Index&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to choose the correct MAYFLASH Controller number.&lt;br /&gt;
&lt;br /&gt;
==== Using Custom Drivers (Zadig) ====&lt;br /&gt;
Make sure the GCN USB Adapter program is running.&lt;br /&gt;
&lt;br /&gt;
Start RetroArch and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Drivers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and make sure &amp;lt;samp&amp;gt;Joypad Driver&amp;lt;/samp&amp;gt; is set to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;xinput&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; option in the main menu to properly close RetroArch and save your new configuration if you changed it.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to save [https://pastebin.com/raw/QAhXFvUS this configuration file] as &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;vJoy_Device_GameCube.cfg&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in your RetroArch XInput autoconfig directory. You should find this folder by pasting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;%AppData%\RetroArch\autoconfig\xinput&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in the Windows Explorer address bar and pressing &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Once that file is in place start RetroArch. You should get a message saying something like &amp;lt;samp&amp;gt;vJoy device #1 configured in Port #0&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If your controller is not working still, click on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Windows Gamepad Info&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button to bring up the list of connected controllers on your computer.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The vJoy gamepads should be in order of what number RetroArch is expecting. Try each one by clicking it&#039;s entry, pressing the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Properties&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button and moving the control stick. Whichever on causes the cursor in the square to move is the number you want to remember. Go back to RetroArch and head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Highlight &amp;lt;samp&amp;gt;Device Index&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to choose the correct vJoy Device number.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; You may have to do this every time you restart the driver application.&lt;br /&gt;
&lt;br /&gt;
Your controller should now be working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-GameCube-WindowsGameControllers.png|1. The Windows Game Controller dialog with the list of vJoy Devices.&lt;br /&gt;
RetroArch-GameCube-vJoyDeviceNumber.png|2. vJoy Device #4 was the correct one for this time.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HiRes Texture Packs ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind texture packs are not allowed to be active for races. [[HiRes Texture Packs]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*To unbind any button/key hit the &amp;lt;kbd&amp;gt;Delete&amp;lt;/kbd&amp;gt; key on your keyboard in the input settings. &lt;br /&gt;
*&#039;&#039;&#039;Never&#039;&#039;&#039; close RA via it’s top right X, close it from far left Main Menu &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. &lt;br /&gt;
*If you want RetroArch to keep running in the background, go over to the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; column in the menu, then down to &amp;lt;samp&amp;gt;User Interface&amp;lt;/samp&amp;gt;, hit &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt; and set &amp;lt;samp&amp;gt;Don’t run in the background&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;OFF&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. &lt;br /&gt;
*To enable the FPS display, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;On-Screen Display&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;On-Screen Notifications&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and switch &amp;lt;samp&amp;gt;On-Screen Notifications&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;ON&amp;lt;/kbd&amp;gt; if it is not already. Then, change &amp;lt;samp&amp;gt;Display Framerate&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;ON&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
*To be able to position the FPS counter, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;On-Screen Display&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;On-Screen Notifications&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and set &amp;lt;samp&amp;gt;Graphics Widgets&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;OFF&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and then restart RetroArch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your controller does not have a default profile or you are using a keyboard, the following information may be helpful.&lt;br /&gt;
*Don&#039;t alter the Main Menu bindings for controllers that have default profiles. Open the Quick Menu and change the button mapping there instead.&lt;br /&gt;
*Left side user input binds (the &amp;lt;kbd&amp;gt;Delete&amp;lt;/kbd&amp;gt; key will delete any binding)&lt;br /&gt;
**&#039;&#039;&#039;B button&#039;&#039;&#039; is equivalent to N64 A Button &lt;br /&gt;
**&#039;&#039;&#039;Y button&#039;&#039;&#039; is equivalent to N64 B Button &lt;br /&gt;
**&#039;&#039;&#039;L2 button (trigger)&#039;&#039;&#039; is equivalent to N64 Z Button &lt;br /&gt;
**&#039;&#039;&#039;L1&#039;&#039;&#039; is equivalent to N64 L &lt;br /&gt;
**&#039;&#039;&#039;R1&#039;&#039;&#039; is equivalent to N64 R &lt;br /&gt;
**&#039;&#039;&#039;Movement:&#039;&#039;&#039; &lt;br /&gt;
***Left analog X+ = Right &lt;br /&gt;
***Left analog X- = Left &lt;br /&gt;
***Left analog Y+ = Down &lt;br /&gt;
***Left analog Y- = Up   &lt;br /&gt;
**&#039;&#039;&#039;C-Buttons/C-Stick:&#039;&#039;&#039; &lt;br /&gt;
***Right analog X+ = C-Right &lt;br /&gt;
***Right analog X- = C-Left &lt;br /&gt;
***Right analog Y+ = C-Down &lt;br /&gt;
***Right analog Y- = C-Up&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
There are several issues that crop up often when new users try out RetroArch.&lt;br /&gt;
&lt;br /&gt;
=== My A and B Buttons Are Swapped On The Menu ===&lt;br /&gt;
&lt;br /&gt;
Go into &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Menu Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and change the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Menu Swap OK &amp;amp; Cancel Buttons&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; option.&lt;br /&gt;
&lt;br /&gt;
=== No Audio ===&lt;br /&gt;
&lt;br /&gt;
Go into the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Drivers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu and change the &amp;lt;samp&amp;gt;Audio Driver&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;xaudio&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;dsound&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Then quit RetroArch properly via the Main Menu and restart it. &lt;br /&gt;
&lt;br /&gt;
=== RetroArch crash when loading ROM ===&lt;br /&gt;
&lt;br /&gt;
If using the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/samp&amp;gt; core, try the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; core instead. If using the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt; core, try the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; core instead.&lt;br /&gt;
&lt;br /&gt;
=== Mupen64Plus Next Freezes ===&lt;br /&gt;
&lt;br /&gt;
This is an issue with the Mupen64Plus Next core. A workaround has been implemented as an option in the latest version, which at least avoids these crashes, so make sure your core is updated by redownloading it from the &amp;lt;samp&amp;gt; Download a Core&amp;lt;/samp&amp;gt; section in the &amp;lt;samp&amp;gt;Load Core&amp;lt;/samp&amp;gt; menu. After loading a ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; Move down to &amp;lt;samp&amp;gt;Ignore emulated TLB Exceptions&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. The selection should change from &amp;lt;samp&amp;gt;Don&#039;t Ignore&amp;lt;/samp&amp;gt; to &amp;lt;samp&amp;gt;Ignore TLB Exceptions if not using TLB&amp;lt;/samp&amp;gt;. If it does not, just press the key again.&lt;br /&gt;
&lt;br /&gt;
Once you have changed the option, press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to &amp;lt;samp&amp;gt;Close Content&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. This will either close the ROM and emulator core, or crash the emulator. Both outcomes are fine. &lt;br /&gt;
&lt;br /&gt;
That being said, this is a workaround and not a fix, and whenever the game would&#039;ve crashed without it, it will display Epona Carrots instead, which will slightly hinder your gameplay because it also overrides some of the A-button functions. What you should do if this happens and how you can mitigate this will be explained in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Mupen64Plus Next Epona Carrots ===&lt;br /&gt;
&lt;br /&gt;
This is a side-effect of the quick-fix done to solve the above issue in certain versions of Mupen64Plus Next. When this occurs your ability to play the game as normal is slightly hindered, but still playable. To restore normal functionality you will have to save the game, press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to &amp;lt;samp&amp;gt;Close Content&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. This will either close the ROM and emulator core, or crash the emulator. Both outcomes are fine and relaunching the ROM you were playing will no longer have the Epona carrots displaying.&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;Selecting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Restart&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; will not remove the carrot display. This may be due to the core&#039;s reset being hardcoded to be a soft reset. You &#039;&#039;&#039;must&#039;&#039;&#039; choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Close Content&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help reduce how often this bug happens you can try changing the &amp;lt;samp&amp;gt;CPU core&amp;lt;/samp&amp;gt;. After loading a ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; Move down to &amp;lt;samp&amp;gt;CPU Core&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. The selection should change from &amp;lt;samp&amp;gt;dynamic_recompiler&amp;lt;/samp&amp;gt; to &amp;lt;samp&amp;gt;cached_interpreter&amp;lt;/samp&amp;gt;. If it does not, just press the key again.&lt;br /&gt;
&lt;br /&gt;
Once you have changed the option, press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to &amp;lt;samp&amp;gt;Close Content&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. This will either close the ROM and emulator core, or crash the emulator. Both outcomes are fine and relaunching the ROM you were playing will no longer have the Epona carrots displaying. Your Mupen64Plus Next core should be running with the more stable, albeit slightly slower, cached interpreter.&lt;br /&gt;
&lt;br /&gt;
=== Boots are equipped / Ocarina pulled out randomly while walking ===&lt;br /&gt;
&lt;br /&gt;
Go to the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu and set &amp;lt;samp&amp;gt;Analog to Digital&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;None&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== One of My Buttons Won&#039;t Work ===&lt;br /&gt;
&lt;br /&gt;
If you messed with the Main Menu User Input Binds you likely configured something wrong. It is not recommended to ever modify controller binds this way unless your controller doesn&#039;t have a built in profile. To reset your controller bindings to their default you have to load the default &amp;lt;samp&amp;gt;RetroArch.cfg&amp;lt;/samp&amp;gt; again.&lt;br /&gt;
&lt;br /&gt;
If you have a ROM loaded, start by pressing &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; then press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt; to get back to the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Go to the far left menu item, &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;. Move down to &#039;&amp;lt;samp&amp;gt;Configurations&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Select &amp;lt;samp&amp;gt;&amp;lt;Parent directory&amp;gt;&amp;lt;/samp&amp;gt; and hit &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Scroll down to the file &amp;lt;samp&amp;gt;RetroArch.default.cfg&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ParaLLEl Black Screen or Crashes ===&lt;br /&gt;
&lt;br /&gt;
If you are able to launch the ParaLLEl core but get a black screen, or frequently crash while pausing, try changing the video plugin it is using. Press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and move down to &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Next, move down to &amp;lt;samp&amp;gt;GFX Plugin&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. Once you have changed the option, press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt; twice to return to the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to close RetroArch. Simply run RetroArch and open the ROM again and your ParaLLEl core should be running the new plugin you selected. Try each one and see if any of them work for you. If they do not, you may want to try the Mupen64Plus Next core instead.&lt;br /&gt;
&lt;br /&gt;
=== My Remapping in Quick Menu Controls Won&#039;t Save ===&lt;br /&gt;
&lt;br /&gt;
If your remapping won&#039;t save even after using &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in the main menu, you may have to explicitly save the reamppings. Open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; with &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and map your controls how you wish. Once you have done so, go back to the &amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt; menu. Near the top of the menu is a &amp;lt;samp&amp;gt;Save Core Remap File&amp;lt;/samp&amp;gt; option. Select this to save these controller binds for all randomizer ROMs you open in the future.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=1019</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=1019"/>
		<updated>2020-04-18T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Hint Distributions */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two WOTH hints can point at dungeons (including two hints pointing at the same dungeon) unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
One tiny caveat with this is that Skulltula Tokens are not considered Major Items when not playing with Token Bridge, even in tokensanity. This means there&#039;s a chance that you&#039;ll be required to get Skulltula Tokens from a Foolish area to get to a certain Token Reward.&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish, unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependent on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependent on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=1017</id>
		<title>Retroarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=1017"/>
		<updated>2020-04-17T12:16:51Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Using Custom Drivers (Zadig) */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;by Raizuto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RetroArch is the only cross-platform emulator supported by the Ocarina of Time Item Randomizer staff, and the number 1 recommended emulator regardless of platform. It is also possible to use it to play a vast number of platforms other than N64 as well. This might just make it your emulator of choice once you get used to using it.&lt;br /&gt;
&lt;br /&gt;
== Installing RetroArch ==&lt;br /&gt;
[[File:RetroArch-Download-Stable.jpeg|none|thumb|RetroArch Downloads Page and Download Stable button]]&lt;br /&gt;
Head over to the [http://www.RetroArch.com/index.php?page=platforms RetroArch downloads page] and click the button labeled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Download Stable&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; Run the installer file it downloads.&lt;br /&gt;
&lt;br /&gt;
=== Windows Specific Installation ===&lt;br /&gt;
On Windows you may get a popup when trying to run the installer that warns you if you do not have &amp;lt;samp&amp;gt;DirectX 9.0c&amp;lt;/samp&amp;gt; installed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. Press &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;OK&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to continue. Click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; until it asks you where you would like to install RetroArch&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. The default path should be &amp;lt;var&amp;gt;C:\Users\&amp;amp;lt;yourusername&amp;amp;gt;\AppData\Roaming\RetroArch&amp;lt;/var&amp;gt;. If it does not display this location it is recommended to copy and paste the following text into the box: &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;%AppData%\RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and then continue clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Soon you will see the &amp;lt;samp&amp;gt;Choose Components&amp;lt;/samp&amp;gt; screen&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. Make sure you click the checkbox next to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;DirectX 9.0c Runtime&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; before clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Keep clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; until the &amp;lt;samp&amp;gt;Install&amp;lt;/samp&amp;gt; button appears. Once you click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Install&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; RetroArch will begin installing.&lt;br /&gt;
&lt;br /&gt;
Before RetroArch finishes installing it should pop up the DirectX installer. Click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; until you get to the screen offering to install the Bing Bar&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;. You should uncheck &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Install the Bing Bar&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; before clicking &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Next &amp;amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Once you finish the DirectX installation the RetroArch installation will finish as well.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-Windows-DirectXWarning.jpeg|1. The DirectX not installed warning.&lt;br /&gt;
File:RetroArch-Windows-InstallLocation.jpeg|2. The location you install to should be similar to the one displayed here. Copy the value displayed above if it doesn&#039;t.&lt;br /&gt;
File:RetroArch-Windows-ChooseComponents.jpeg|3. Make sure DirectX 9.0c Runtime is checked.&lt;br /&gt;
File:RetroArch-Windows-DirectXBingBar.jpeg|4. Make sure you uncheck this so you don&#039;t end up with software you don&#039;t need on your computer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Install a RetroArch Core ==&lt;br /&gt;
You should now be at the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; of RetroArch&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. You can switch between the different menus on the left side of the screen when you are on the top-most sub-menu of a menu. If you can&#039;t see the left sidebar with the different menus listed and you need to switch which menu you are in, you can press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt;, &amp;lt;kbd&amp;gt;X&amp;lt;/kbd&amp;gt;, or the &amp;lt;kbd&amp;gt;Right Mouse Button&amp;lt;/kbd&amp;gt; until you see it again. To open a menu, submenu, or option you can press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;Z&amp;lt;/kbd&amp;gt; while it is highlighted, or &amp;lt;kbd&amp;gt;Left Mouse Button&amp;lt;/kbd&amp;gt; while hovering over it. &#039;&#039;Keep in mind that these are the default controls in RetroArch&#039;&#039;. If you change these keyboard bindings in the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; menu, you&#039;ll have to use the buttons you bound to A or Start to select, and the buttons you bound to B or Back to go back to the previous menu. Using the mouse controls should always work properly, so we will assume you are using them throughout the rest of the guide.&lt;br /&gt;
&lt;br /&gt;
On the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; click on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Load Core&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; option. In the &amp;lt;samp&amp;gt;Load Core&amp;lt;/samp&amp;gt; submenu, you will normally see your installed cores. Since you just installed RetroArch you won&#039;t see any. Click the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Download a Core&amp;lt;samp&amp;gt;&amp;lt;/kbd&amp;gt; option&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. In the &amp;lt;samp&amp;gt;Core Updater&amp;lt;/samp&amp;gt; menu that appears, scroll down to the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64&amp;lt;/samp&amp;gt; options. It is recommended that you choose the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt; core option&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. You can also choose the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus-Next)&amp;lt;/samp&amp;gt; core option if you want, but be aware that the it can have the following issues: [[#Mupen64Plus Next Freezes|Mupen64Plus Next Freezes]] and [[#Mupen64Plus Next Epona Carrots|Mupen64Plus Next Epona Carrots]]. &#039;&#039;&#039;Windows Users:&#039;&#039;&#039; the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus-Next GLES3)&amp;lt;/samp&amp;gt; option should not be chosen. This is a special build of the Mupen64Plus-Next core intended to run on XBox One devices. &#039;&#039;&#039;It will not run on Windows PCs&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-InstallCore-MainMenu.jpeg|1. The Main Menu of RetroArch. You&#039;ll want to return here often.&lt;br /&gt;
File:RetroArch-InstallCore-DownloadCore.jpeg|2. You&#039;ll need to download a core before you can play any ROMs.&lt;br /&gt;
File:RetroArch-InstallCore-ParaLLEl.jpeg|3. ParaLLEl N64 is known to be the most stable core for the Ocarina of Time Randomizer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Configure RetroArch ==&lt;br /&gt;
&lt;br /&gt;
From the top menu level of the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; click on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu below the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; in the sidebar on the left. Scroll down to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Saving&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and change &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;SaveRAM Autosave Interval&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;10&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; seconds by clicking it, and the scrolling down to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;10 seconds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Next, go back to the top level menu of &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt;. Scroll down and select the option &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Directory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. In the menu this opens scroll down and select the option called &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;File Browser&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. You will be presented with an overview of your system partitions. Navigate through your computer files to the folder you keep your ROMs in. &#039;&#039;&#039;They will not show up yet&#039;&#039;&#039;. Choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Use this directory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; anyway. Most browsers will save your randomizer ROM to your Downloads folder by default&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;. However, if you are using the downloaded version of the Ocarina of Time Randomizer the default location for your patched ROMs is a folder called &amp;lt;samp&amp;gt;Output&amp;lt;/samp&amp;gt; next to the &amp;lt;samp&amp;gt;.exe&amp;lt;/samp&amp;gt; file you double click to start the randomizer.&lt;br /&gt;
&lt;br /&gt;
Once you have finished configuring RetroArch you must properly restart it. &#039;&#039;Do not press &amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; or the X in the top right corner.&#039;&#039; Go back to the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and move all the way down to the option near the bottom &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;. Once you reopen RetroArch go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Load Content&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Start directory&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. You should now see your ROMs&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;. When you choose one of your ROMs it may ask you which core you want to use if you downloaded more than one of them. It is recommended that you choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; for the most stable experience.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-Configure-AutoSave.png|1. With this option RetroArch will periodically save your save data to disk. This will prevent most data loss in the event of a crash.&lt;br /&gt;
File:RetroArch-Configure-Directory.jpeg|2. This option lets you set where RetroArch saves and looks for various files on your computer.&lt;br /&gt;
File:RetroArch-Configure-FileBrowser.jpeg|3. File Browser defines the &amp;lt;samp&amp;gt;Start Directory&amp;lt;/samp&amp;gt; that RetroArch uses when you are picking your ROM.&lt;br /&gt;
File:RetroArch-Configure-UseThisDirectory.jpeg|4. Your ROM files will not show up here! You still want to click &amp;amp;lt;Use this directory&amp;amp;gt; so that they will show up in a couple more steps.&lt;br /&gt;
File:RetroArch-Configure-Downloads.jpeg|5. You probably want your File Browser setting to have a similar path to this image.&lt;br /&gt;
File:RetroArch-Configure-Restart.jpeg|6. RetroArch will delete any changes you made if you do not restart it properly. Always use this option to ensure your settings get saved.&lt;br /&gt;
File:RetroArch-Configure-StartDirectory.jpeg|7. Your ROMs should now appear when you select this menu option if you set your &amp;lt;samp&amp;gt;File Browser&amp;lt;/samp&amp;gt; directory properly. If you don&#039;t you should go back to that step and try again.&lt;br /&gt;
File:RetroArch-Configure-SelectCore.jpeg|8. ParaLLEl N64 core is the most stable core for the Ocarina of Time Randomizer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Controller Configuration ==&lt;br /&gt;
&lt;br /&gt;
On Windows you&#039;ll want to ensure your controller is properly calibrated. Press the &amp;lt;kbd&amp;gt;⊞ Win&amp;lt;/kbd&amp;gt; key to open the start menu, and type &amp;lt;kbd&amp;gt;USB Controller&amp;lt;/kbd&amp;gt;. &amp;lt;samp&amp;gt;Set up USB game controllers&amp;lt;/samp&amp;gt; should appear and be highlighted. Click on it to launch the Windows controller configuration tool. Choose your controller and press &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Properties&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Move your control stick to ensure you&#039;re on the right controller. If you don&#039;t see any movement, click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Cancel&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and try going to the properties of another controller.&lt;br /&gt;
&lt;br /&gt;
If it doesn&#039;t look like your control stick is reaching the edge of the testing square, switch to the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab. If there is not a &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; tab then your controller&#039;s driver may use its own UI here. If so you may not be able to properly calibrate your controller. You may want to try to uninstall your controller driver in that case to try to get the default Windows controller UI.&lt;br /&gt;
&lt;br /&gt;
On the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; tab, first click &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Reset to default&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; then click on &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Calibrate...&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Follow the on screen instructions, ensuring that you&#039;re trying the correct analog axis on each step. You&#039;ll generally test both left stick axes on the first screen. The following will be a mixture of right stick up/down, right stick left/right, left trigger, and right trigger. &amp;lt;br/&amp;gt;&#039;&#039;Note&#039;&#039;: If you are using a GameCube Controller, the left trigger and left bumper are combined, and so are the right trigger and right bumper. Ensure you don&#039;t accidentally hit the bumper while calibrating the trigger axes. When the GameCube controller clicks is when you have hit the &amp;quot;bumper&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
If your controls don&#039;t feel quite right, while running the ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to access the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu. If your stick causes input without you trying to, change the &amp;lt;samp&amp;gt;Analog Deadzone&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;10&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; or higher if that is not enough. If you aren&#039;t able to both walk and run increase &amp;lt;samp&amp;gt;Analog Sensitivity&amp;lt;/samp&amp;gt; to make it easier to run. Decrease it to make it easier to walk.&lt;br /&gt;
&lt;br /&gt;
=== GameCube Controller Setup ===&lt;br /&gt;
&lt;br /&gt;
==== MayFlash GameCube Adapter ====&lt;br /&gt;
Make sure the switch on the back of your controller is set to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;PC&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. If you just downloaded RetroArch the controller should just work. If not, go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Online Updater&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; and choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Update Joypad Profiles&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Once it finishes downloading and extracting the zip file, restart RetroArch.&lt;br /&gt;
&lt;br /&gt;
Your controller should now be working. If it isn&#039;t you can try the different controller ports or go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Highlight &amp;lt;samp&amp;gt;Device Index&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to choose the correct MAYFLASH Controller number.&lt;br /&gt;
&lt;br /&gt;
==== Official GameCube Adapter ====&lt;br /&gt;
If you are using the official GameCube adapter by Nintendo you&#039;ll have to install the zadig custom driver and vJoy. You can see how to do this over [[Bizhawk#GameCube_Adapter_Support|on the Bizhawk guide]]. Once you have installed this, continue to the [[#Using Custom Drivers (Zadig)|section on using the custom drivers with RetroArch]].&lt;br /&gt;
&lt;br /&gt;
==== Third Party GameCube Adapters ====&lt;br /&gt;
It is important to know if you are using the original driver, or the custom drivers that use vJoy to allow you to use the adapter with other software. If you use this adapter with [[Bizhawk]] then you probably are using the custom drivers and should skip to the [[#Using Custom Drivers (Zadig)|section on using the custom drivers with RetroArch]].&lt;br /&gt;
&lt;br /&gt;
These settings will work for the adapters that emulate the official one but do not have the custom zadig driver installed. If it has a switch on the back make sure it is set to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Wii U/NS&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; mode. [[File:RetroArch-GameCube-FactoryDriver.png|none|thumb|RetroArch with the &amp;lt;samp&amp;gt;hid&amp;lt;/samp&amp;gt; option selected.]] Go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Drivers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and change &amp;lt;samp&amp;gt;Joypad Driver&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;hid&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Restart RetroArch and the adapter should just work.&lt;br /&gt;
&lt;br /&gt;
==== Using Custom Drivers (Zadig) ====&lt;br /&gt;
Make sure the GCN USB Adapter program is running.&lt;br /&gt;
&lt;br /&gt;
Start RetroArch and go to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Drivers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and make sure &amp;lt;samp&amp;gt;Joypad Driver&amp;lt;/samp&amp;gt; is set to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;xinput&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; option in the main menu to properly close RetroArch and save your new configuration if you changed it.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to save [https://pastebin.com/raw/QAhXFvUS this configuration file] as &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;vJoy_Device_GameCube.cfg&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in your RetroArch XInput autoconfig directory. You should find this folder by pasting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;%AppData%\RetroArch\autoconfig\xinput&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in the Windows Explorer address bar and pressing &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Once that file is in place start RetroArch. You should get a message saying something like &amp;lt;samp&amp;gt;vJoy device #1 configured in Port #0&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If your controller is not working still, click on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Windows Gamepad Info&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button to bring up the list of connected controllers on your computer.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The vJoy gamepads should be in order of what number RetroArch is expecting. Try each one by clicking it&#039;s entry, pressing the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Properties&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button and moving the control stick. Whichever on causes the cursor in the square to move is the number you want to remember. Go back to RetroArch and head to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Highlight &amp;lt;samp&amp;gt;Device Index&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to choose the correct vJoy Device number.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; You may have to do this every time you restart the driver application.&lt;br /&gt;
&lt;br /&gt;
Your controller should now be working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RetroArch-GameCube-WindowsGameControllers.png|1. The Windows Game Controller dialog with the list of vJoy Devices.&lt;br /&gt;
RetroArch-GameCube-vJoyDeviceNumber.png|2. vJoy Device #4 was the correct one for this time.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remap Your Controls ===&lt;br /&gt;
You&#039;ll probably need to customize your controller inputs by loading your ROM and pressing the &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; key to bring up the RetroArch &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controls ⇒ Port 1 Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Highlight the control on your controller on the left side and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; and &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to cycle through the available N64 controller options on the right side.&lt;br /&gt;
&lt;br /&gt;
Make sure &amp;lt;samp&amp;gt;C-Buttons Mode&amp;lt;/samp&amp;gt; is not bound to any of your controls. This is intended for controllers without enough buttons/a right analog stick to map C-Buttons to and usually causes controller issues.&lt;br /&gt;
&lt;br /&gt;
==== Gamecube Style C-Buttons ====&lt;br /&gt;
If you want to emulate the Gamecube controller&#039;s style of C-Buttons, where they are bound to the right analog stick and the the extra face buttons on your controller, you need to enable another setting. Press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and scroll down and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Scroll down and switch the &amp;lt;samp&amp;gt;Independant C-button Controls&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;False&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;True&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. This will add controls like &amp;lt;samp&amp;gt;C-Down&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;C-Up&amp;lt;/samp&amp;gt; to the right side of the Controls remappings.&lt;br /&gt;
&lt;br /&gt;
Head back to the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and go over to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and map your face buttons to the &amp;lt;samp&amp;gt;C-*&amp;lt;/samp&amp;gt; options, and your right analog stick to the &amp;lt;samp&amp;gt;C Buttons *&amp;lt;/samp&amp;gt; analog control values.&lt;br /&gt;
&lt;br /&gt;
== HiRes Texture Packs ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind texture packs are not allowed to be active for races. [[HiRes Texture Packs]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*To unbind any button/key hit the &amp;lt;kbd&amp;gt;Delete&amp;lt;/kbd&amp;gt; key on your keyboard in the input settings. &lt;br /&gt;
*&#039;&#039;&#039;Never&#039;&#039;&#039; close RA via it’s top right X, close it from far left Main Menu &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. &lt;br /&gt;
*If you want RetroArch to keep running in the background, go over to the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; column in the menu, then down to &amp;lt;samp&amp;gt;User Interface&amp;lt;/samp&amp;gt;, hit &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt; and set &amp;lt;samp&amp;gt;Don’t run in the background&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;OFF&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your controller does not have a default profile or you are using a keyboard, the following information may be helpful.&lt;br /&gt;
*Don&#039;t alter the Main Menu bindings for controllers that have default profiles. Open the Quick Menu and change the button mapping there instead.&lt;br /&gt;
*Left side user input binds (the &amp;lt;kbd&amp;gt;Delete&amp;lt;/kbd&amp;gt; key will delete any binding)&lt;br /&gt;
**&#039;&#039;&#039;B button&#039;&#039;&#039; is equivalent to N64 A Button &lt;br /&gt;
**&#039;&#039;&#039;Y button&#039;&#039;&#039; is equivalent to N64 B Button &lt;br /&gt;
**&#039;&#039;&#039;L2 button (trigger)&#039;&#039;&#039; is equivalent to N64 Z Button &lt;br /&gt;
**&#039;&#039;&#039;L1&#039;&#039;&#039; is equivalent to N64 L &lt;br /&gt;
**&#039;&#039;&#039;R1&#039;&#039;&#039; is equivalent to N64 R &lt;br /&gt;
**&#039;&#039;&#039;Movement:&#039;&#039;&#039; &lt;br /&gt;
***Left analog X+ = Right &lt;br /&gt;
***Left analog X- = Left &lt;br /&gt;
***Left analog Y+ = Down &lt;br /&gt;
***Left analog Y- = Up   &lt;br /&gt;
**&#039;&#039;&#039;C-Buttons/C-Stick:&#039;&#039;&#039; &lt;br /&gt;
***Right analog X+ = C-Right &lt;br /&gt;
***Right analog X- = C-Left &lt;br /&gt;
***Right analog Y+ = C-Down &lt;br /&gt;
***Right analog Y- = C-Up&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
There are several issues that crop up often when new users try out RetroArch.&lt;br /&gt;
&lt;br /&gt;
=== My A and B Buttons Are Swapped On The Menu ===&lt;br /&gt;
&lt;br /&gt;
Go into &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Menu Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and change the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Menu Swap OK &amp;amp; Cancel Buttons&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; option.&lt;br /&gt;
&lt;br /&gt;
=== No Audio ===&lt;br /&gt;
&lt;br /&gt;
Go into the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Drivers&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu and change the &amp;lt;samp&amp;gt;Audio Driver&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;xaudio&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;dsound&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;. Then quit RetroArch properly via the Main Menu and restart it. &lt;br /&gt;
&lt;br /&gt;
=== RetroArch crash when loading ROM ===&lt;br /&gt;
&lt;br /&gt;
If using the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/samp&amp;gt; core, try the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; core instead. If using the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt; core, try the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; core instead.&lt;br /&gt;
&lt;br /&gt;
=== Mupen64Plus Next Freezes ===&lt;br /&gt;
&lt;br /&gt;
This is an issue with certain versions of the Mupen64Plus Next core. To help reduce how often this bug happens you can try changing the &amp;lt;samp&amp;gt;CPU core&amp;lt;/samp&amp;gt;. After loading a ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; Move down to &amp;lt;samp&amp;gt;CPU Core&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. The selection should change from &amp;lt;samp&amp;gt;dynamic_recompiler&amp;lt;/samp&amp;gt; to &amp;lt;samp&amp;gt;cached_interpreter&amp;lt;/samp&amp;gt;. If it does not, just press the key again.&lt;br /&gt;
&lt;br /&gt;
Once you have changed the option, choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Restart&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Your Mupen64Plus Next core should be running with the more stable, albeit slightly slower, cached interpreter.&lt;br /&gt;
&lt;br /&gt;
=== Mupen64Plus Next Epona Carrots ===&lt;br /&gt;
&lt;br /&gt;
This is a side-effect of the quick-fix done to solve the above issue in certain versions of Mupen64Plus Next. When this occurs your ability to play the game as normal is slightly hindered, but still playable. To restore normal functionality you will have to save the game, press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to &amp;lt;samp&amp;gt;Close Content&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. This will either close the ROM and emulator core, or crash the emulator. Both outcomes are fine and relaunching the ROM you were playing will no longer have the Epona carrots displaying.&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;Selecting &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Restart&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; will not remove the carrot display. This may be due to the core&#039;s reset being hardcoded to be a soft reset. You &#039;&#039;&#039;must&#039;&#039;&#039; choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Close Content&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help reduce how often this bug happens you can try changing the &amp;lt;samp&amp;gt;CPU core&amp;lt;/samp&amp;gt;. After loading a ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; Move down to &amp;lt;samp&amp;gt;CPU Core&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. The selection should change from &amp;lt;samp&amp;gt;dynamic_recompiler&amp;lt;/samp&amp;gt; to &amp;lt;samp&amp;gt;cached_interpreter&amp;lt;/samp&amp;gt;. If it does not, just press the key again.&lt;br /&gt;
&lt;br /&gt;
Once you have changed the option, choose &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Restart&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Your Mupen64Plus Next core should be running with the more stable, albeit slightly slower, cached interpreter.&lt;br /&gt;
&lt;br /&gt;
=== Boots are equipped / Ocarina pulled out randomly while walking ===&lt;br /&gt;
&lt;br /&gt;
Go to the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Input&amp;lt;/samp&amp;gt; ⇒ &amp;lt;samp&amp;gt;Port 1 Input Binds&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; menu and set &amp;lt;samp&amp;gt;Analog to Digital&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;None&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== One of My Buttons Won&#039;t Work ===&lt;br /&gt;
&lt;br /&gt;
If you messed with the Main Menu User Input Binds you likely configured something wrong. It is not recommended to ever modify controller binds this way unless your controller doesn&#039;t have a built in profile. To reset your controller bindings to their default you have to load the default &amp;lt;samp&amp;gt;RetroArch.cfg&amp;lt;/samp&amp;gt; again.&lt;br /&gt;
&lt;br /&gt;
If you have a ROM loaded, start by pressing &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; then press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt; to get back to the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Go to the far left menu item, &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;. Move down to &#039;&amp;lt;samp&amp;gt;Configurations&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Select &amp;lt;samp&amp;gt;&amp;lt;Parent directory&amp;gt;&amp;lt;/samp&amp;gt; and hit &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Scroll down to the file &amp;lt;samp&amp;gt;RetroArch.default.cfg&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ParaLLEl Black Screen or Crashes ===&lt;br /&gt;
&lt;br /&gt;
If you are able to launch the ParaLLEl core but get a black screen, or frequently crash while pausing, try changing the video plugin it is using. Press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and move down to &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Next, move down to &amp;lt;samp&amp;gt;GFX Plugin&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. Once you have changed the option, press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt; twice to return to the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; and select &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; to close RetroArch. Simply run RetroArch and open the ROM again and your ParaLLEl core should be running the new plugin you selected. Try each one and see if any of them work for you. If they do not, you may want to try the Mupen64Plus Next core instead.&lt;br /&gt;
&lt;br /&gt;
=== My Remapping in Quick Menu Controls Won&#039;t Save ===&lt;br /&gt;
&lt;br /&gt;
If your remapping won&#039;t save even after using &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Quit RetroArch&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; in the main menu, you may have to explicitly save the reamppings. Open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; with &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; and map your controls how you wish. Once you have done so, go back to the &amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt; menu. Near the top of the menu is a &amp;lt;samp&amp;gt;Save Core Remap File&amp;lt;/samp&amp;gt; option. Select this to save these controller binds for all randomizer ROMs you open in the future.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=1010</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=1010"/>
		<updated>2020-04-15T22:34:18Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Foolish Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two WOTH hints can point at dungeons (including two hints pointing at the same dungeon) unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
One tiny caveat with this is that Skulltula Tokens are not considered Major Items when not playing with Token Bridge, even in tokensanity. This means there&#039;s a chance that you&#039;ll be required to get Skulltula Tokens from a Foolish area to get to a certain Token Reward.&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish, unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=1009</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=1009"/>
		<updated>2020-04-15T22:33:49Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Way of the Hero */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two WOTH hints can point at dungeons (including two hints pointing at the same dungeon) unless the hint distribution is set to Very Strong.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
One tiny caveat with this is that Skulltula Tokens are not considered Major Items when not playing with Token Bridge, even in tokensanity. This means there&#039;s a chance that you&#039;ll be required to get Skulltula Tokens from a Foolish area to get to a certain Token Reward.&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=988</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=988"/>
		<updated>2020-04-12T17:34:48Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Foolish Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two dungeons can be hinted as WOTH.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
One tiny caveat with this is that Skulltula Tokens are not considered Major Items when not playing with Token Bridge, even in tokensanity. This means there&#039;s a chance that you&#039;ll be required to get Skulltula Tokens from a Foolish area to get to a certain Token Reward.&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=987</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=987"/>
		<updated>2020-04-12T17:31:13Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Foolish Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two dungeons can be hinted as WOTH.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. This means that you can ignore this area when looking for progression in the seed. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=946</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=946"/>
		<updated>2020-04-01T10:31:49Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Hint Categories */ dungeon limits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of two dungeons can be hinted as WOTH.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints, including the maximum of two dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
In any seed, a maximum of one dungeon can be hinted as Foolish.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=929</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=929"/>
		<updated>2020-03-20T17:26:19Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Path of Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. They cannot point at the Triforce Pieces themselves. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=928</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=928"/>
		<updated>2020-03-19T19:52:29Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Foolish Choice */ SoA trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints and the trick to open hidden grottos without it is enabled. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=927</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=927"/>
		<updated>2020-03-19T19:14:53Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Hint Categories */ PoG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Path of Gold ===&lt;br /&gt;
Path of Gold hints are exclusive to Triforce Hunt and replace Way of the Hero hints in that mode. They point to items that logically lock any of the Triforce Pieces in that seed. The hinted item isn&#039;t necessarily required to beat the seed, since the amount of Triforce Pieces in the world can be higher than the goal. Otherwise they work similarly to Way of the Hero hints.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=894</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=894"/>
		<updated>2020-03-06T17:28:18Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Hint Logic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;br /&gt;
&lt;br /&gt;
== Hint Logic ==&lt;br /&gt;
When a hint points towards a Major Item (WOTH hints, location hints, random/item hints), at least one of the hints has to be available before you have to use said item. For example: If Ruto&#039;s Letter is on 50 Skultulla Tokens in a non-ER seed with Tournament Distribution, both hints towards it can&#039;t be at Zora&#039;s Fountain at the same time. At least one of them has to be available without the use of Ruto&#039;s Letter. You can (very rarely) use this info to your advantage. For example, if instead Ruto&#039;s Letter is at Man on Roof in Kakariko village and you find two WOTH Kakariko hints in Zora&#039;s Fountain, you now know that at least one of those doesn&#039;t point towards Ruto&#039;s Letter, so there has to be a different WOTH item in Kakariko.&lt;br /&gt;
&lt;br /&gt;
In Beatable Only, some of these hints can still end up on completely unreachable Gossip Stones. You probably won&#039;t notice this during gameplay since the stone is completely unreachable in logic. You would have to sequence break to get to the hint in the first place.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=893</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=893"/>
		<updated>2020-03-06T16:51:49Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Hint Distributions */  Changed weight to amount and added a bit about Copies of WOTH hints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Amount !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;br /&gt;
&lt;br /&gt;
=== Copies of WOTH hints ===&lt;br /&gt;
Because the amount of copies of every hint type is known, you can determine how many WOTH items an area has at minimum by the amount of hints you find for it. For example, if you find 2 WOTH hints for Shadow Temple in the Tournament Distribution, that only means there&#039;s at least one WOTH item in there (original hint plus the copy). Once you find a third hint you know for certain that there has to be a second WOTH item in Shadow Temple (original hint plus copy plus another hint). Ditto for 5, 7 etc. In distributions where there&#039;s only one of each hint you can treat every WOTH hint as it&#039;s own separate WOTH item.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=892</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=892"/>
		<updated>2020-03-04T20:56:16Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: /* Foolish Choice */ Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=891</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=891"/>
		<updated>2020-03-04T20:55:46Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Added disclaimer about woth and foolish hints hinting only one area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
WOTH Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being on the way of the hero tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
Foolish Choice Hints give info only about that area, not any sub-areas. For example, Gerudo Fortress being a foolish choice tells you nothing about Gerudo Training Grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=887</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=887"/>
		<updated>2020-03-04T16:40:15Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: minor formatting stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Main_Page&amp;diff=886</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Main_Page&amp;diff=886"/>
		<updated>2020-03-04T16:37:09Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Added a link to the Hints page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;[[File:Logo.png|400x200px|Logo.png]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;Welcome to the Ocarina of Time Randomizer Wiki!&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;Below you will find information we have gathered to provide a knowledge database for all your OoTR needs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;leftBox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px 10px&amp;quot;&amp;gt;&#039;&#039;&#039;General OoTR Info&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
[[Readme|Readme]] | [[Changelog|Release Notes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Frequently Asked Questions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Setup|Randomizer Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Racing|Racing Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Multiworld|Multiworld Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Trackers|Item Trackers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://discord.gg/ootrandomizer Discord Server]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;rightBox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px 10px&amp;quot;&amp;gt;&#039;&#039;&#039;Playthrough Info&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
[[Rules|Racing Rulesets]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Logic|Glitchless Logic / FAQ / Location Tips]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Glitched_Logic|Glitched Logic]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Entrance_Randomizer|Entrance Randomizer Logic]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Hints]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Scrubs|Deku Scrub Salesman Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Bugs_and_fish|Bug &amp;amp; Fish Locations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=885</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=885"/>
		<updated>2020-03-04T16:31:37Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: ER and Nayru&amp;#039;s being foolish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled and ER is disabled or set to Dungeons Only. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=884</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=884"/>
		<updated>2020-03-04T15:23:17Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: First draft of the hints page. Saved by accident earlier woops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Location hints are hints that tell you which item is at a specific location. Excluded Locations will never get a hint. These hints are split up in four different categories, plus two special categories:&lt;br /&gt;
* Song Hints&lt;br /&gt;
* Minigame Hints&lt;br /&gt;
* Overworld Hints&lt;br /&gt;
* Dungeon Hints&lt;br /&gt;
&lt;br /&gt;
==== Always ====&lt;br /&gt;
Always Hints are hints for item locations that are considered to be so bad that they will get a hint in every seed. Some of these are dynamic based on other settings in your seed.&lt;br /&gt;
&lt;br /&gt;
==== Sometimes ====&lt;br /&gt;
Sometimes Hints are hints manually picked for race settings (Weeklies and Tournaments) and therefor only show up in the Tournament Distribution. &lt;br /&gt;
&lt;br /&gt;
For more information on which hints falls into which category see [[List of all location hints]]&lt;br /&gt;
&lt;br /&gt;
=== Entrance ===&lt;br /&gt;
Entrance Hints are exclusive to Entrance Randomizer, and are similar to Location Hints, but instead give you info about which Entrance leads where.&lt;br /&gt;
&lt;br /&gt;
=== Item and Random ===&lt;br /&gt;
Item Hints and Random Hints are hints that tell you that an area has a certain items in it. For example: &amp;quot;The Hookshot can be found at Zora&#039;s River&amp;quot; or &amp;quot;Spirit Temple hoards a Red Rupee&amp;quot;. Item Hints only hint towards Major Items, whereas Random Hints can hint towards any item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Junk ===&lt;br /&gt;
Junk Hints are hints that tell you nothing about the seed. They can be funny in nature, or give you general gameplay tips.&lt;br /&gt;
&lt;br /&gt;
=== Way of the Hero ===&lt;br /&gt;
Way of the Hero (WOTH) Hints are hints that tell you that an area holds an item that is logically required to beat the seed. For Example: &amp;quot;Kakariko Village is on the way of the hero.&amp;quot; It will only tell you that an area is way of the hero if that specific instance of the item is required. For example, even though a Bow is always required to beat Ganondorf, it might not be on the way of the hero if you have a choice on which one to get first, since there are multiple of them in a seed.&lt;br /&gt;
&lt;br /&gt;
=== Foolish Choice ===&lt;br /&gt;
Foolish Choice Hints point towards areas that contain no Major Items. To increase the amount of Foolish Areas per seed, there are three exceptions where a Major Item can show up in a Foolish Areas:&lt;br /&gt;
&lt;br /&gt;
# The Major Item isn&#039;t shuffled (For example Ocarina), or not considered in logic (Bombchus)&lt;br /&gt;
# The item in question doesn&#039;t unlock any Location. This list is mostly predetermined and consists of Double Defense, Ice Arrows and Biggoron Sword. Nayrus Love is also in this list if you don&#039;t play on Quadruple Damage or OHKO and Scrub Shuffle is disabled. Stone of Agony is also in this list if it isn&#039;t used for hints. Serenade of Water and Prelude of Light are also in this list unless you&#039;re playing Full Indoors or Overworld ER.&lt;br /&gt;
# An exact duplicate of the item is on the WotH AND getting that duplicate would make the item in the Foolish Area obsolete. For Weekly/Tourney standards this can only be Bows, Bombs, &amp;quot;Normal&amp;quot; Bottles, Slingshots and Magic. Depending on other settings this can also include Bombchus, Ocarina, or any non-progressive item if the Item Pool is set to Plentiful.&lt;br /&gt;
&lt;br /&gt;
Special Progressive Major Items are items where getting copies of the item changes the functionality of the item in logic. These items can only be in Foolish Areas if there are more copies in the item pool than there are useful upgrades, and only if the amount of them that are WotH is the same as the amount of useful upgrades. For example: If there are 3 Hookshots in the pool, the third one can be in a Foolish Area, since you only need 2 upgrades to get the Longshot, but only if both other Hookshots are WotH. Special Progressive Major Items and their amount of useful upgrades are: Hookshots (2), Wallets (3), Strength Upgrades (3), Scales (2) (and Small Keys (Infinite), but only if you&#039;re playing Keysanity) (and Gold Skulltula Tokens (Infinite), but only if you&#039;re playing with Token Bridge and Tokensanity).&lt;br /&gt;
&lt;br /&gt;
== Hint Overlap ==&lt;br /&gt;
Item locations can never be hinted towards by more than one hint. For example: This means that if you get a hint for the Song on Ocarina of Time and a hint that Hyrule Field is on the way of the hero, that WOTH hint won&#039;t point at the song. The hint types that follow this rule are:&lt;br /&gt;
* WOTH hints&lt;br /&gt;
* Location Hints (Always, Song, Minigame, Overworld, Dungeon and Sometimes)&lt;br /&gt;
* Item Hints&lt;br /&gt;
* Random Hints&lt;br /&gt;
&lt;br /&gt;
In the development versions of the randomizer and from 5.2 onwards this will be extended in a way to also include Foolish Choice Hints. However, it will only follow this rule if the Foolish Choice Hint is chosen before the other hint. This means that it is only consistent in the Tournament Distribution. For more info on why this is, see the next section)&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for each category. Instead, they use weights to pick hint types randomly. The higher the weight, the higher the chance of that hint type getting picked. Trial Hints and Always Hints are excempt from this, and their amount is dependant on the settings.&lt;br /&gt;
Each hint type also has a number of copies that are placed, again dependant on the Hint Distribution. Some hint distributions will have duplicates for some hint types, and only singles for others, or even no hints of certain types. Keep in mind that Entrance Hints only show up in Entrance Randomizer.&lt;br /&gt;
&lt;br /&gt;
The amounts and weights for each hint distribution are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Useless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 9.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| All other types || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
Note that this distribution doesn&#039;t have any Trial or Always Hints, since the amount of copies is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 5.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 6.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 3.0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 0.66 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very Strong ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Item || 1.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Song || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Minigame || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Overworld || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon || 1.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 2.0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Junk || 0.0 || 0&lt;br /&gt;
|}&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
The Tournament Distribution doesn&#039;t use weights to determine the frequency of each hint type, and instead uses (mostly) static amounts. If not enough hints of a certain type can be generated, it will just move on to the next type. Trial and Always Hint amounts are still determined by the settings. The types, in order, are as follows: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Weight !! Copies&lt;br /&gt;
|-&lt;br /&gt;
| Trial || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Always || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| WOTH || 5.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Foolish || 3.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Entrance || 4.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || 0.0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Random || 0.0 || 2&lt;br /&gt;
|}&lt;br /&gt;
The Sometimes and Random Hints are used as filler hints. This means that once all other hint types above have been placed, it&#039;ll start placing Sometimes hints on the remaining Gossip Stones. If it runs out of those, it&#039;ll start placing Random Hints instead.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=883</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Hints&amp;diff=883"/>
		<updated>2020-03-04T14:40:00Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Created page with &amp;quot;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hints are given by the Gossip Stones all over Hyrule. There are 40 Gossip Stones in total that give hints once the requirement to get them have been met. This requirement can be set to nothing, having the Stone of Agony in your inventory, and wearing the Mask of Truth. The Gossip Stone on the largest island in Lake Hylia doesn&#039;t give a hint, but is instead used to lower and raise the water level in the lake once Morpha has been defeated.&lt;br /&gt;
== Hint Categories ==&lt;br /&gt;
Hints are split up in multiple categories, to allow customization of the amount of hints of each category in the different hint distributions. Some hint categories only show up in certain hint distributions, and some only show up if certain settings are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Trial Hints ===&lt;br /&gt;
Trial Hints tell you which of Ganon&#039;s Trials are enabled if this isn&#039;t implicitly known from the settings. There are different possibilities for this to happen, so the amount of them varies by setting:&lt;br /&gt;
* If trials are set to random and all 6 trials end up being enabled you will get a single hint: &amp;quot;Ganon&#039;s Tower is protected by a powerful barrier.&amp;quot;&lt;br /&gt;
* If trials are set to random and no trials end up being enabled you will get a single hint: &amp;quot;Sheik dispelled the barrier around Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 1-3 trials end up being enabled you will get 1-3 of the following hint: &amp;quot;the [Medallion Type] Trial protects Ganon&#039;s Tower.&amp;quot;&lt;br /&gt;
* If 4-5 trials end up being enabled you will get 1-2 of the following hint: &amp;quot;the [Medallion Type] Trial was dispelled by Sheik.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Hint Distributions ==&lt;br /&gt;
Most hint distributions don&#039;t have a set amount of hints for every category&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=List_of_all_location_hints&amp;diff=882</id>
		<title>List of all location hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=List_of_all_location_hints&amp;diff=882"/>
		<updated>2020-03-04T14:26:17Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Initial work on a hint list. Probably still needs formatting and stuff but I&amp;#039;m bad at that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all location hints and their respective categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Categories !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Deku Theater Mask of Truth||Always||&lt;br /&gt;
|-&lt;br /&gt;
|Frog Ocarina Game||Always||&lt;br /&gt;
|-&lt;br /&gt;
|Song from Ocarina of Time||Song, Sometimes, (Always)|| Is only an always hint if the Spiritual Stones aren&#039;t required by the settings to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Song from Composer Grave||Song, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Sheik Forest Song||Song, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Sheik at Temple||Song, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Sheik in Crater||Song, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Sheik in Ice Cavern||Song, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Sheik in Kakariko||Song, Sometimes, (Always)|| Is only an always hint if the Forest, Fire and Water Medallions aren&#039;t required by the settings to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Sheik at Colossus||Song, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Child Fishing||Minigame||&lt;br /&gt;
|-&lt;br /&gt;
|Adult Fishing||Minigame||&lt;br /&gt;
|-&lt;br /&gt;
|Child Shooting Gallery||Minigame||&lt;br /&gt;
|-&lt;br /&gt;
|Adult Shooting Gallery||Minigame, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Bombchu Bowling Bomb Bag||Minigame||&lt;br /&gt;
|-&lt;br /&gt;
|Bombchu Bowling Piece of Heart||Minigame||&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Chest Game||Minigame, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Horseback Archery 1500 Points||Minigame, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Links House Cow||Minigame, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|10 Big Poes||Overworld, Sometimes, (Always)|| Is only an always hint if the amount of required Poes is greater than three.&lt;br /&gt;
|-&lt;br /&gt;
|Deku Theater Skull Mask||Overworld, Sometimes, (Always)|| Is only an always hint in the Tournament Distribution.&lt;br /&gt;
|-&lt;br /&gt;
|Ocarina of Time||Overworld, Sometimes, (Always)|| Is only an always hint if the Spiritual Stones aren&#039;t required by the settings to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Biggoron||Overworld, Sometimes, (Always)|| Is an always hint, unless both the earliest and latest trade item are set to Claim Check in the settings.&lt;br /&gt;
|-&lt;br /&gt;
|50 Gold Skulltula Reward||Overworld, Sometimes, (Always)|| Is an always hint, unless the Rainbow Bridge is set to require 50 or more Skulltula Tokens.&lt;br /&gt;
|-&lt;br /&gt;
|40 Gold Skulltula Reward||Overworld, Sometimes, (Always)|| Is an always hint, unless the Rainbow Bridge is set to require 40 or more Skulltula Tokens.&lt;br /&gt;
|-&lt;br /&gt;
|30 Gold Skulltula Reward||Overworld, Sometimes, (Always)|| Is an always hint, unless the Rainbow Bridge is set to require 30 or more Skulltula Tokens.&lt;br /&gt;
|-&lt;br /&gt;
|20 Gold Skulltula Reward||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Anjus Chickens||Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Darunias Joy||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Skull Kid||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Lake Hylia Sun||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Heart Piece Grave Chest||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Goron City Leftmost Maze Chest||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Gerudo Valley Hammer Rocks Chest||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Hyrule Castle Grotto||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Hyrule Field Near Gerudo Valley||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Zora&#039;s Fountain Hidden Cave||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted Wasteland Structure Chest||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Wasteland Ruins||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Composer Grave Chest||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Zoras Fountain Bottom Freestanding PoH||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Goron City Pot Freestanding PoH||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|King Zora Thawed||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|DMC Deku Scrub Bombs||Overworld, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Deku Tree MQ After Spinning Log Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Deku Tree MQ Basement Ceiling||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang Chest||Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Jabu Jabu MQ Invisible Enemies Room||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Forest Temple Floormaster Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Fire Temple Scarecrow Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Fire Temple Megaton Hammer Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Fire Temple MQ West Tower Top Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Fire Temple MQ Above Fire Wall Maze||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Water Temple River Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Water Temple Boss Key Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Water Temple MQ Boss Key Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Water Temple MQ Freestanding Key||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Water Temple MQ North Basement||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Gerudo Training Grounds Underwater Silver Rupee Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Gerudo Training Grounds MQ Underwater Silver Rupee Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Gerudo Training Grounds Maze Path Final Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Gerudo Training Grounds MQ Ice Arrows Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Bottom of the Well Defeat Boss||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Bottom of the Well MQ Compass Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Silver Gauntlets Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Shield Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Temple MQ Child Center Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Temple MQ Lower Adult Right Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|GS Spirit Temple MQ Lower Adult Right||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Temple Hidden Floormaster Chest||Dungeon, Sometimes||&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Temple MQ Bomb Flower Chest||Dungeon, Sometimes||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=766</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=766"/>
		<updated>2019-12-27T17:51:04Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: changed topmost goron to highest goron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;“My Seed Is Broken!” (Glitchless Logic)&#039;&#039;&#039; - Solutions to completing randomized runs of &#039;&#039;Ocarina of Time&#039;&#039; can sometimes be unintuitive. While your seed may appear to be unbeatable, this isn’t often the case. Thanks to developers much smarter than myself, OoTR’s logic is surprisingly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of your playthrough, instructions to finding your next step will be listed [[#Knowing_the_Way_with_the_Spoiler_Log|here]].&lt;br /&gt;
&lt;br /&gt;
If you follow these steps and still need help, you’re welcome to ask for support in the [https://discordapp.com/channels/274180765816848384/274186223147417600 #questions-gameplay] channel of our [https://discord.gg/3VJPQNK Discord Server]. Make sure to provide your seed and setting string along with any important details about the issue. If it turns out you have indeed encountered a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section of the Wiki is for Glitchless Logic; for more information on Glitched and Entrance Randomizer Logic, please view the [[Glitched_Logic|Glitched]] and [[Entrance_Randomizer|Entrance Randomizer]] sections of the Wiki.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Problem Areas by Location ==&lt;br /&gt;
&lt;br /&gt;
=== Link’s House ===&lt;br /&gt;
&lt;br /&gt;
==== Stuck beside bed ====&lt;br /&gt;
&lt;br /&gt;
*Tilt the Control Stick to move around. Go through the door and you will reach Kokiri Forest. The game gets much easier from there. &lt;br /&gt;
&lt;br /&gt;
=== Kokiri Forest ===&lt;br /&gt;
&lt;br /&gt;
==== Obtaining the Ocarina ====&lt;br /&gt;
&lt;br /&gt;
*Leaving Kokiri Forest towards the Lost Woods Bridge will trigger the game to give you the Ocarina, or the item it is randomized to, regardless of age.  When starting as adult this is a commonly missed location. &lt;br /&gt;
&lt;br /&gt;
=== Hyrule Field ===&lt;br /&gt;
&lt;br /&gt;
==== Open grottos without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*Any grotto you can open with Bombs may also be opened with Hammer. &lt;br /&gt;
*Some grottos will only reveal themselves when you play Song of Storms. &lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t find Running Man ====&lt;br /&gt;
&lt;br /&gt;
*You must possess all 3 Spiritual Stones in order for him to be found running around Hyrule Field. &lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t find Ocarina of Time near the Castle Town draw bridge ====&lt;br /&gt;
&lt;br /&gt;
*You must possess all 3 Spiritual Stones when approaching the Draw Bridge as a child to enable the Ocarina of Time location. &lt;br /&gt;
&lt;br /&gt;
=== Lon Lon Ranch ===&lt;br /&gt;
&lt;br /&gt;
==== Malon won&#039;t teach her song ====&lt;br /&gt;
&lt;br /&gt;
*As a child, show her your Ocarina during the day. &lt;br /&gt;
&lt;br /&gt;
==== Talon is missing ====&lt;br /&gt;
&lt;br /&gt;
*Use the Cuckoo you got from the Weird Egg to wake Talon up near Hyrule Castle moat to move him to Lon Lon Ranch. &lt;br /&gt;
&lt;br /&gt;
=== Kakariko Village ===&lt;br /&gt;
&lt;br /&gt;
==== Rear Entrance to Impa&#039;s House ====&lt;br /&gt;
&lt;br /&gt;
*Grab a chicken and take it to the incomplete house. Toss it up to the top of the pile of bricks and climb up after it. Once on top of the pile of bricks with the Chicken you can lift up the chicken and fly across to the Scaffolding, from here you follow behind the carpenter until you reach a good position to jump towards the entrance above the chicken coop. &lt;br /&gt;
&lt;br /&gt;
==== Shooting Gallery gives 50 rupees ====&lt;br /&gt;
&lt;br /&gt;
*The Fairy Bow/Quiver is required to win the special prize. Otherwise you will receive 50 rupees. &lt;br /&gt;
&lt;br /&gt;
==== Can’t get onto rooftops without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Yes you can. Get a little closer and use the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Well won&#039;t drain ====&lt;br /&gt;
&lt;br /&gt;
*Project 64 is known to have issues with this, among other things. For the purposes of this project, we can only recommend using a different emulator such as [[Bizhawk|Bizhawk]] or [[Retroarch|RetroArch]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This bug most frequently arises when trying to drain the Well at night; attempting it during the day is less likely to cause this crash.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Burning Village Cutscene (Sheik) ====&lt;br /&gt;
&lt;br /&gt;
*Forest, Fire, and Water Medallions are needed and you have to enter the village as Adult. The village is returned to normal when you complete forest, fire, and water temples.&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Fortress/Valley ===&lt;br /&gt;
&lt;br /&gt;
==== Struggling to figure out how to cross the Broken Bridge ====&lt;br /&gt;
&lt;br /&gt;
*You can cross the Broken Bridge as an Adult by using either Epona to jump it or Long Shotting the sign above the gate on the other side. &lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t enter Gerudo Training Grounds without being captured ====&lt;br /&gt;
&lt;br /&gt;
*You must possess the Gerudo Membership Card and also rescue all of the Carpenters they have captured. If the Gerudo Membership Card is shuffled in to the Item Pool then you&#039;ll only need to find the card, you don&#039;t need to rescue the Carpenters to access the area.&lt;br /&gt;
&lt;br /&gt;
==== Getting caught without a Hookshot ====&lt;br /&gt;
&lt;br /&gt;
*Should you be caught by a Gerudo Guard, either inside during combat or outside by being seen, and do not posses a Hookshot, you will be thrown into the valley outside the tent rather into the jail cell from which you could not escape. &lt;br /&gt;
&lt;br /&gt;
==== Horse archery NPC is missing or won&#039;t let you play the mini-game ====&lt;br /&gt;
&lt;br /&gt;
*To play this minigame you&#039;ll need the Fairy Bow, Epona and Gerudo Membership Card. It must also be day time.&lt;br /&gt;
&lt;br /&gt;
=== Goron City ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Goron City from Lost Woods without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*You can ignite the Bomb Flowers behind the boulders using Din’s Fire. &lt;br /&gt;
&lt;br /&gt;
==== Get large rolling Goron to relinquish goods ====&lt;br /&gt;
&lt;br /&gt;
*Bomb the Goron in the dark tunnel near the sign (Bomb/Bombchu). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version 4.0 and older the Large Rolling Goron also requires you to be in possession of a Bomb Bag&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==== Boulder Maze without Bombs or Hammer ====&lt;br /&gt;
&lt;br /&gt;
*Silver Guantlets are effective at clearing a path to each of the chests in the room. This will take some time, however. &lt;br /&gt;
&lt;br /&gt;
==== Spinning Pottery ====&lt;br /&gt;
&lt;br /&gt;
*The spinning Goron Pot is activated by lighting the torches surrounding it. This can be accomplished by lighting sticks from Darunia&#039;s chamber OR by casting Din&#039;s Fire. &lt;br /&gt;
*The Spinning Pot has 3 faces - Happy, Neutral, and Mad. Only the Happy face gives a randomized reward; Neutral give 3 bomb refills and Mad gives 3 green rupees.&lt;br /&gt;
&lt;br /&gt;
=== Lost Woods ===&lt;br /&gt;
&lt;br /&gt;
==== Skull Kid won’t buy this sweet Skull Mask ====&lt;br /&gt;
&lt;br /&gt;
*Skull Kid won’t buy Skull Mask until you befriend him with Saria’s Song. &lt;br /&gt;
&lt;br /&gt;
=== Sacred Meadow ===&lt;br /&gt;
&lt;br /&gt;
==== Saria won&#039;t teach you her song in Sacred Meadow ====&lt;br /&gt;
&lt;br /&gt;
*Speak to Zelda at Hyrule Castle first. &lt;br /&gt;
&lt;br /&gt;
=== Zora’s Domain ===&lt;br /&gt;
&lt;br /&gt;
==== Access With Silver Scale ====&lt;br /&gt;
&lt;br /&gt;
*If you have the Silver Scale you can access Zora&#039;s Domain as child from Lake Hylia&lt;br /&gt;
&lt;br /&gt;
==== Need Blue Fire to unfreeze King Zora/Zora shop ====&lt;br /&gt;
&lt;br /&gt;
*If you have access to Ganon’s Castle, Blue Fire can be found in Water Trial. &lt;br /&gt;
*Blue Fire may be a purchasable item for 300 rupees in non-shuffled shops. &lt;br /&gt;
*As usual, Blue Fire can be obtained in Ice Cavern.&lt;br /&gt;
&lt;br /&gt;
=== Lake Hylia ===&lt;br /&gt;
&lt;br /&gt;
==== Go fishing ====&lt;br /&gt;
&lt;br /&gt;
*You require an 8 pound fish as a Child or a 10 pound fish as an Adult. &lt;br /&gt;
*You must toss the lure in deep enough water to entice fish to bite. There&#039;s a minimum depth required for the mini-game to work, if you toss the Lure in very shallow water the fish may swim around the Lure but never bite. &lt;br /&gt;
&lt;br /&gt;
==== Get Scarecrow’s Song ====&lt;br /&gt;
&lt;br /&gt;
*In order to use the Scarecrow’s Song, you must teach it to Bonooru as a child, and remind him again as an adult. &lt;br /&gt;
&lt;br /&gt;
==== Lake Hylia - Shooting the Sun with an arrow ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the tall rectangle island without filling the lake by using Scarecrow&#039;s Song and Longshot. &lt;br /&gt;
*You do not need to complete the Water Temple and raise the water level at Lake Hylia to aquire the item. &lt;br /&gt;
*The arrow must be fired at the sun during the early morning as per the written instructions on the stone platform you must fire from. &lt;br /&gt;
&lt;br /&gt;
=== Inside Jabu Jabu&#039;s Belly ===&lt;br /&gt;
&lt;br /&gt;
==== First Switch ====&lt;br /&gt;
&lt;br /&gt;
*The switch on the ceiling in the first room of Jabu Jabu&#039;s Belly can be hit using explosives. &lt;br /&gt;
&lt;br /&gt;
=== Temple of Time ===&lt;br /&gt;
&lt;br /&gt;
==== Open Door of Time ====&lt;br /&gt;
&lt;br /&gt;
*Playing the Song of Time is the only requirement to opening the Door of Time. In 3.0 and prior, if you warp to the Temple of Time with Prelude of Light, you must exit and reenter the Temple for the Song of Time to work correctly. &lt;br /&gt;
&lt;br /&gt;
==== Shiek ====&lt;br /&gt;
&lt;br /&gt;
*Forest medallion required, appears near Master Sword pedestal when you&#039;re an adult. &lt;br /&gt;
&lt;br /&gt;
==== Zelda Light Arrow Cutscene ====&lt;br /&gt;
&lt;br /&gt;
*Shadow and Spirit medallions required. &lt;br /&gt;
&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Get outside without Song of Time or Bow ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots you can float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
==== Cross to the other courtyard via Well ====&lt;br /&gt;
&lt;br /&gt;
*With Gold Scale or Iron Boots you can cross from one courtyard to the other through the well&lt;br /&gt;
&lt;br /&gt;
==== Can’t push large colored blocks as adult, wtf man?? ====&lt;br /&gt;
&lt;br /&gt;
*The Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
=== Death Mountain Crater ===&lt;br /&gt;
&lt;br /&gt;
==== Reach the bottom area for Bolero of Fire and access to Fire Temple ====&lt;br /&gt;
&lt;br /&gt;
*Using only the Hover Boots, you can float down to the shortcut to Goron City, and across the dilapidated bridge. &lt;br /&gt;
*You can also reach this bottom area with the Longshot by jumping from the upper area onto the lava platforms below and shooting a wooden plank to pull yourself across the pool of lava.&lt;br /&gt;
&lt;br /&gt;
=== Fire Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Volvagia without Hammer ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, you’ll still need the Hammer to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
==== Skip the topmost locked door ====&lt;br /&gt;
&lt;br /&gt;
*Similarly to Volvagia, you can skip the topmost locked door by using Hover boots to float over to the pillar. Then you can use the Hammer to open the door leading to the Highest Goron and Hammer Chest.&lt;br /&gt;
&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Boss Key chest without Bombs or Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
==== Getting past the gate without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*After shooting the eye switch, crossing the gap with Hover Boots will get you past the gate before it closes. &lt;br /&gt;
&lt;br /&gt;
==== Center room’s Gold Skulltula without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Cast Farore’s Wind inside the center room. Raise the water to its highest level and return to the warp point. Swim to the surface to reach the Gold Skulltula. &lt;br /&gt;
&lt;br /&gt;
==== I can’t raise the water level ====&lt;br /&gt;
&lt;br /&gt;
*With the water level lowered, jump down to the second level of the central structure. This may require savewarping to the beginning of the dungeon to reach. Use the Hookshot to climb onto the top level. With a well-spaced rolling jump you should be able to reach the ledge where you can raise the water to its highest level. This isn&#039;t required but it&#039;s a handy time saver. &lt;br /&gt;
&lt;br /&gt;
=== Shadow Temple ===&lt;br /&gt;
&lt;br /&gt;
==== First silver rupee room without Hookshot ====&lt;br /&gt;
&lt;br /&gt;
*You can get to the raised platform in the corner of the room by using the Hover Boots from the nearby low wall. &lt;br /&gt;
&lt;br /&gt;
==== Spike floor room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Backflip onto the chest spawned in the middle of the room. From there you can use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
==== Reach the boat without Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*You can bypass pushing the large block by shooting the top of the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Reach Bongo Bongo without the Fairy Bow ====&lt;br /&gt;
&lt;br /&gt;
*Play the Scarecrow’s Song to summon Pierre. Shoot his face with the Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
=== Desert Colossus ===&lt;br /&gt;
&lt;br /&gt;
==== Requiem of Spirit ====&lt;br /&gt;
&lt;br /&gt;
*Contrary to what&#039;s expected, the song you would acquire as an adult after leaving Spirit Temple can also be collected as a child. It is the same requirements as vanilla but normal runs through the game always have you visit as an adult, so this may catch some players unaware if they have never used sequence breaks before. If playing Entrance Randomizer, exit whichever dungeon is placed at Desert Colossus. &lt;br /&gt;
&lt;br /&gt;
=== Spirit Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Lower metal bridge on child side without Boomerang ====&lt;br /&gt;
&lt;br /&gt;
*You can just barely hit the switch with a well-placed slingshot shot. &lt;br /&gt;
*Alternatively, you can hit the crystal switch with a well-timed Bombchu placement in the opposite direction. Hopefully you’ll hit it, or you’ll have to go out and buy more Bombchus. &lt;br /&gt;
&lt;br /&gt;
==== Map chest without Din’s Fire or Magic ====&lt;br /&gt;
&lt;br /&gt;
*Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
==== Collect all the silver rupees in the boulder room without Hover Boots ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the floating rupee by jumping into the boulder with a jump slash, or even without hititng the boulder if you time the jumpslash properly. &lt;br /&gt;
&lt;br /&gt;
==== Silver Gauntlets chest from adult side using Longshot ====&lt;br /&gt;
&lt;br /&gt;
*With a Longshot, shoot the chest opposite from the Mirror Shield chest to gain access to its contents and the end of child-side.&lt;br /&gt;
&lt;br /&gt;
==== Boss Key Chest ====&lt;br /&gt;
&lt;br /&gt;
*The Eye Switch can be accessed by hitting the fake door with something to make it fall over. You do not necessarily need to destroy the fake door.&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
==== Lava room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the torch at the end of this room using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Timed boulder room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*The target on the ceiling is just within range of the Hookshot if you stand directly under it. &lt;br /&gt;
*A wallmaster can also lift you up into the rupee if it’s the last one you need to collect. &lt;br /&gt;
&lt;br /&gt;
=== Ganon’s Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Spirit Trial without Fire Arrows ====&lt;br /&gt;
&lt;br /&gt;
*A precise shot of an arrow through the torch will burn the web to reveal the sunlight. Or moonlight. Maybe it’s a big lamp, idk. &lt;br /&gt;
&lt;br /&gt;
==== Water Trial Blue Fire ====&lt;br /&gt;
&lt;br /&gt;
*With your bridge requirement set to Open you may be required to use a bottle to bring Blue Fire to thaw King Zora or, if you have shopsanity active, to open the Zora Shop as adult if you can&#039;t access it as child.&lt;br /&gt;
&lt;br /&gt;
== Knowing the Way with the Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
The spoiler log can be very helpful when looking for important items you missed. It takes only a few steps:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Version 4.0 and 5.0 Web Seeds&#039;&#039;&#039; &lt;br /&gt;
*#Look for the web ID in your ROM&#039;s file name. It should be formatted as &amp;lt;code&amp;gt;OoT_WEBID_SEED.z64&amp;lt;/code&amp;gt;. &lt;br /&gt;
*#Copy this link into your address bar, but do not click Go or hit Enter yet: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;https://ootrandomizer.com/seed/get?id=#####&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
*#Replace &amp;lt;code&amp;gt;#####&amp;lt;/code&amp;gt; with the web ID for your seed. Now click Go or hit Enter. &lt;br /&gt;
*#Near the top of the page you should see a red button that says &amp;quot;Spoiler Log.&amp;quot; Click it to access your spoiler log.   &lt;br /&gt;
*&#039;&#039;&#039;Versions 1.0 - 3.0 and Standalone Download&#039;&#039;&#039; &lt;br /&gt;
*#Open the spoiler log generated alongside your ROM. It should be formatted as &amp;lt;code&amp;gt;OoT_SETTINGSTR_SEED_Spoiler.txt&amp;lt;/code&amp;gt;. &lt;br /&gt;
*#Scroll down to the section labeled &#039;&#039;Way of the Hero&#039;&#039;. &lt;br /&gt;
*#Ensure that you have collected all the items listed in the section, as they are essential to beating the game.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=765</id>
		<title>Logic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Logic&amp;diff=765"/>
		<updated>2019-12-27T17:50:03Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Fire Temple topmost lock skip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;“My Seed Is Broken!” (Glitchless Logic)&#039;&#039;&#039; - Solutions to completing randomized runs of &#039;&#039;Ocarina of Time&#039;&#039; can sometimes be unintuitive. While your seed may appear to be unbeatable, this isn’t often the case. Thanks to developers much smarter than myself, OoTR’s logic is surprisingly robust. Listed below are some common sources of confusion, grouped by location. If you don’t mind spoiling the rest of your playthrough, instructions to finding your next step will be listed [[#Knowing_the_Way_with_the_Spoiler_Log|here]].&lt;br /&gt;
&lt;br /&gt;
If you follow these steps and still need help, you’re welcome to ask for support in the [https://discordapp.com/channels/274180765816848384/274186223147417600 #questions-gameplay] channel of our [https://discord.gg/3VJPQNK Discord Server]. Make sure to provide your seed and setting string along with any important details about the issue. If it turns out you have indeed encountered a logical flaw, kind members of our team will report issues from there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section of the Wiki is for Glitchless Logic; for more information on Glitched and Entrance Randomizer Logic, please view the [[Glitched_Logic|Glitched]] and [[Entrance_Randomizer|Entrance Randomizer]] sections of the Wiki.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Problem Areas by Location ==&lt;br /&gt;
&lt;br /&gt;
=== Link’s House ===&lt;br /&gt;
&lt;br /&gt;
==== Stuck beside bed ====&lt;br /&gt;
&lt;br /&gt;
*Tilt the Control Stick to move around. Go through the door and you will reach Kokiri Forest. The game gets much easier from there. &lt;br /&gt;
&lt;br /&gt;
=== Kokiri Forest ===&lt;br /&gt;
&lt;br /&gt;
==== Obtaining the Ocarina ====&lt;br /&gt;
&lt;br /&gt;
*Leaving Kokiri Forest towards the Lost Woods Bridge will trigger the game to give you the Ocarina, or the item it is randomized to, regardless of age.  When starting as adult this is a commonly missed location. &lt;br /&gt;
&lt;br /&gt;
=== Hyrule Field ===&lt;br /&gt;
&lt;br /&gt;
==== Open grottos without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*Any grotto you can open with Bombs may also be opened with Hammer. &lt;br /&gt;
*Some grottos will only reveal themselves when you play Song of Storms. &lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t find Running Man ====&lt;br /&gt;
&lt;br /&gt;
*You must possess all 3 Spiritual Stones in order for him to be found running around Hyrule Field. &lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t find Ocarina of Time near the Castle Town draw bridge ====&lt;br /&gt;
&lt;br /&gt;
*You must possess all 3 Spiritual Stones when approaching the Draw Bridge as a child to enable the Ocarina of Time location. &lt;br /&gt;
&lt;br /&gt;
=== Lon Lon Ranch ===&lt;br /&gt;
&lt;br /&gt;
==== Malon won&#039;t teach her song ====&lt;br /&gt;
&lt;br /&gt;
*As a child, show her your Ocarina during the day. &lt;br /&gt;
&lt;br /&gt;
==== Talon is missing ====&lt;br /&gt;
&lt;br /&gt;
*Use the Cuckoo you got from the Weird Egg to wake Talon up near Hyrule Castle moat to move him to Lon Lon Ranch. &lt;br /&gt;
&lt;br /&gt;
=== Kakariko Village ===&lt;br /&gt;
&lt;br /&gt;
==== Rear Entrance to Impa&#039;s House ====&lt;br /&gt;
&lt;br /&gt;
*Grab a chicken and take it to the incomplete house. Toss it up to the top of the pile of bricks and climb up after it. Once on top of the pile of bricks with the Chicken you can lift up the chicken and fly across to the Scaffolding, from here you follow behind the carpenter until you reach a good position to jump towards the entrance above the chicken coop. &lt;br /&gt;
&lt;br /&gt;
==== Shooting Gallery gives 50 rupees ====&lt;br /&gt;
&lt;br /&gt;
*The Fairy Bow/Quiver is required to win the special prize. Otherwise you will receive 50 rupees. &lt;br /&gt;
&lt;br /&gt;
==== Can’t get onto rooftops without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Yes you can. Get a little closer and use the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Well won&#039;t drain ====&lt;br /&gt;
&lt;br /&gt;
*Project 64 is known to have issues with this, among other things. For the purposes of this project, we can only recommend using a different emulator such as [[Bizhawk|Bizhawk]] or [[Retroarch|RetroArch]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This bug most frequently arises when trying to drain the Well at night; attempting it during the day is less likely to cause this crash.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Burning Village Cutscene (Sheik) ====&lt;br /&gt;
&lt;br /&gt;
*Forest, Fire, and Water Medallions are needed and you have to enter the village as Adult. The village is returned to normal when you complete forest, fire, and water temples.&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Fortress/Valley ===&lt;br /&gt;
&lt;br /&gt;
==== Struggling to figure out how to cross the Broken Bridge ====&lt;br /&gt;
&lt;br /&gt;
*You can cross the Broken Bridge as an Adult by using either Epona to jump it or Long Shotting the sign above the gate on the other side. &lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t enter Gerudo Training Grounds without being captured ====&lt;br /&gt;
&lt;br /&gt;
*You must possess the Gerudo Membership Card and also rescue all of the Carpenters they have captured. If the Gerudo Membership Card is shuffled in to the Item Pool then you&#039;ll only need to find the card, you don&#039;t need to rescue the Carpenters to access the area.&lt;br /&gt;
&lt;br /&gt;
==== Getting caught without a Hookshot ====&lt;br /&gt;
&lt;br /&gt;
*Should you be caught by a Gerudo Guard, either inside during combat or outside by being seen, and do not posses a Hookshot, you will be thrown into the valley outside the tent rather into the jail cell from which you could not escape. &lt;br /&gt;
&lt;br /&gt;
==== Horse archery NPC is missing or won&#039;t let you play the mini-game ====&lt;br /&gt;
&lt;br /&gt;
*To play this minigame you&#039;ll need the Fairy Bow, Epona and Gerudo Membership Card. It must also be day time.&lt;br /&gt;
&lt;br /&gt;
=== Goron City ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Goron City from Lost Woods without Bombs ====&lt;br /&gt;
&lt;br /&gt;
*You can ignite the Bomb Flowers behind the boulders using Din’s Fire. &lt;br /&gt;
&lt;br /&gt;
==== Get large rolling Goron to relinquish goods ====&lt;br /&gt;
&lt;br /&gt;
*Bomb the Goron in the dark tunnel near the sign (Bomb/Bombchu). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version 4.0 and older the Large Rolling Goron also requires you to be in possession of a Bomb Bag&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==== Boulder Maze without Bombs or Hammer ====&lt;br /&gt;
&lt;br /&gt;
*Silver Guantlets are effective at clearing a path to each of the chests in the room. This will take some time, however. &lt;br /&gt;
&lt;br /&gt;
==== Spinning Pottery ====&lt;br /&gt;
&lt;br /&gt;
*The spinning Goron Pot is activated by lighting the torches surrounding it. This can be accomplished by lighting sticks from Darunia&#039;s chamber OR by casting Din&#039;s Fire. &lt;br /&gt;
*The Spinning Pot has 3 faces - Happy, Neutral, and Mad. Only the Happy face gives a randomized reward; Neutral give 3 bomb refills and Mad gives 3 green rupees.&lt;br /&gt;
&lt;br /&gt;
=== Lost Woods ===&lt;br /&gt;
&lt;br /&gt;
==== Skull Kid won’t buy this sweet Skull Mask ====&lt;br /&gt;
&lt;br /&gt;
*Skull Kid won’t buy Skull Mask until you befriend him with Saria’s Song. &lt;br /&gt;
&lt;br /&gt;
=== Sacred Meadow ===&lt;br /&gt;
&lt;br /&gt;
==== Saria won&#039;t teach you her song in Sacred Meadow ====&lt;br /&gt;
&lt;br /&gt;
*Speak to Zelda at Hyrule Castle first. &lt;br /&gt;
&lt;br /&gt;
=== Zora’s Domain ===&lt;br /&gt;
&lt;br /&gt;
==== Access With Silver Scale ====&lt;br /&gt;
&lt;br /&gt;
*If you have the Silver Scale you can access Zora&#039;s Domain as child from Lake Hylia&lt;br /&gt;
&lt;br /&gt;
==== Need Blue Fire to unfreeze King Zora/Zora shop ====&lt;br /&gt;
&lt;br /&gt;
*If you have access to Ganon’s Castle, Blue Fire can be found in Water Trial. &lt;br /&gt;
*Blue Fire may be a purchasable item for 300 rupees in non-shuffled shops. &lt;br /&gt;
*As usual, Blue Fire can be obtained in Ice Cavern.&lt;br /&gt;
&lt;br /&gt;
=== Lake Hylia ===&lt;br /&gt;
&lt;br /&gt;
==== Go fishing ====&lt;br /&gt;
&lt;br /&gt;
*You require an 8 pound fish as a Child or a 10 pound fish as an Adult. &lt;br /&gt;
*You must toss the lure in deep enough water to entice fish to bite. There&#039;s a minimum depth required for the mini-game to work, if you toss the Lure in very shallow water the fish may swim around the Lure but never bite. &lt;br /&gt;
&lt;br /&gt;
==== Get Scarecrow’s Song ====&lt;br /&gt;
&lt;br /&gt;
*In order to use the Scarecrow’s Song, you must teach it to Bonooru as a child, and remind him again as an adult. &lt;br /&gt;
&lt;br /&gt;
==== Lake Hylia - Shooting the Sun with an arrow ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the tall rectangle island without filling the lake by using Scarecrow&#039;s Song and Longshot. &lt;br /&gt;
*You do not need to complete the Water Temple and raise the water level at Lake Hylia to aquire the item. &lt;br /&gt;
*The arrow must be fired at the sun during the early morning as per the written instructions on the stone platform you must fire from. &lt;br /&gt;
&lt;br /&gt;
=== Inside Jabu Jabu&#039;s Belly ===&lt;br /&gt;
&lt;br /&gt;
==== First Switch ====&lt;br /&gt;
&lt;br /&gt;
*The switch on the ceiling in the first room of Jabu Jabu&#039;s Belly can be hit using explosives. &lt;br /&gt;
&lt;br /&gt;
=== Temple of Time ===&lt;br /&gt;
&lt;br /&gt;
==== Open Door of Time ====&lt;br /&gt;
&lt;br /&gt;
*Playing the Song of Time is the only requirement to opening the Door of Time. In 3.0 and prior, if you warp to the Temple of Time with Prelude of Light, you must exit and reenter the Temple for the Song of Time to work correctly. &lt;br /&gt;
&lt;br /&gt;
==== Shiek ====&lt;br /&gt;
&lt;br /&gt;
*Forest medallion required, appears near Master Sword pedestal when you&#039;re an adult. &lt;br /&gt;
&lt;br /&gt;
==== Zelda Light Arrow Cutscene ====&lt;br /&gt;
&lt;br /&gt;
*Shadow and Spirit medallions required. &lt;br /&gt;
&lt;br /&gt;
=== Forest Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Get outside without Song of Time or Bow ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots you can float to the door connecting the large block-pushing room with the courtyard. &lt;br /&gt;
&lt;br /&gt;
==== Cross to the other courtyard via Well ====&lt;br /&gt;
&lt;br /&gt;
*With Gold Scale or Iron Boots you can cross from one courtyard to the other through the well&lt;br /&gt;
&lt;br /&gt;
==== Can’t push large colored blocks as adult, wtf man?? ====&lt;br /&gt;
&lt;br /&gt;
*The Goron’s Bracelet is required to push these blocks, even as adult. Link only put on gauntlets to keep his hands from drying out.&lt;br /&gt;
&lt;br /&gt;
=== Death Mountain Crater ===&lt;br /&gt;
&lt;br /&gt;
==== Reach the bottom area for Bolero of Fire and access to Fire Temple ====&lt;br /&gt;
&lt;br /&gt;
*Using only the Hover Boots, you can float down to the shortcut to Goron City, and across the dilapidated bridge. &lt;br /&gt;
*You can also reach this bottom area with the Longshot by jumping from the upper area onto the lava platforms below and shooting a wooden plank to pull yourself across the pool of lava.&lt;br /&gt;
&lt;br /&gt;
=== Fire Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Reach Volvagia without Hammer ====&lt;br /&gt;
&lt;br /&gt;
*With Hover Boots equipped, it’s a simple matter of floating over to the boss door. That said, you’ll still need the Hammer to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
==== Skip the topmost locked door ====&lt;br /&gt;
&lt;br /&gt;
*Similarly to Volvagia, you can skip the topmost locked door by using Hover boots to float over to the pillar. Then you can use the Hammer to open the door leading to the Topmost Goron and Hammer Chest.&lt;br /&gt;
&lt;br /&gt;
=== Water Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Boss Key chest without Bombs or Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*Use the Hover Boots to reach the chest. &lt;br /&gt;
&lt;br /&gt;
==== Getting past the gate without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*After shooting the eye switch, crossing the gap with Hover Boots will get you past the gate before it closes. &lt;br /&gt;
&lt;br /&gt;
==== Center room’s Gold Skulltula without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Cast Farore’s Wind inside the center room. Raise the water to its highest level and return to the warp point. Swim to the surface to reach the Gold Skulltula. &lt;br /&gt;
&lt;br /&gt;
==== I can’t raise the water level ====&lt;br /&gt;
&lt;br /&gt;
*With the water level lowered, jump down to the second level of the central structure. This may require savewarping to the beginning of the dungeon to reach. Use the Hookshot to climb onto the top level. With a well-spaced rolling jump you should be able to reach the ledge where you can raise the water to its highest level. This isn&#039;t required but it&#039;s a handy time saver. &lt;br /&gt;
&lt;br /&gt;
=== Shadow Temple ===&lt;br /&gt;
&lt;br /&gt;
==== First silver rupee room without Hookshot ====&lt;br /&gt;
&lt;br /&gt;
*You can get to the raised platform in the corner of the room by using the Hover Boots from the nearby low wall. &lt;br /&gt;
&lt;br /&gt;
==== Spike floor room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*Backflip onto the chest spawned in the middle of the room. From there you can use the Hookshot to reach the upper ledge. &lt;br /&gt;
&lt;br /&gt;
==== Reach the boat without Goron’s Bracelet ====&lt;br /&gt;
&lt;br /&gt;
*You can bypass pushing the large block by shooting the top of the ladder with a Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Reach Bongo Bongo without the Fairy Bow ====&lt;br /&gt;
&lt;br /&gt;
*Play the Scarecrow’s Song to summon Pierre. Shoot his face with the Longshot to get to the other side. &lt;br /&gt;
&lt;br /&gt;
=== Desert Colossus ===&lt;br /&gt;
&lt;br /&gt;
==== Requiem of Spirit ====&lt;br /&gt;
&lt;br /&gt;
*Contrary to what&#039;s expected, the song you would acquire as an adult after leaving Spirit Temple can also be collected as a child. It is the same requirements as vanilla but normal runs through the game always have you visit as an adult, so this may catch some players unaware if they have never used sequence breaks before. If playing Entrance Randomizer, exit whichever dungeon is placed at Desert Colossus. &lt;br /&gt;
&lt;br /&gt;
=== Spirit Temple ===&lt;br /&gt;
&lt;br /&gt;
==== Lower metal bridge on child side without Boomerang ====&lt;br /&gt;
&lt;br /&gt;
*You can just barely hit the switch with a well-placed slingshot shot. &lt;br /&gt;
*Alternatively, you can hit the crystal switch with a well-timed Bombchu placement in the opposite direction. Hopefully you’ll hit it, or you’ll have to go out and buy more Bombchus. &lt;br /&gt;
&lt;br /&gt;
==== Map chest without Din’s Fire or Magic ====&lt;br /&gt;
&lt;br /&gt;
*Child Link is perfectly capable of lighting the torches using only a Deku Stick. &lt;br /&gt;
&lt;br /&gt;
==== Collect all the silver rupees in the boulder room without Hover Boots ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the floating rupee by jumping into the boulder with a jump slash, or even without hititng the boulder if you time the jumpslash properly. &lt;br /&gt;
&lt;br /&gt;
==== Silver Gauntlets chest from adult side using Longshot ====&lt;br /&gt;
&lt;br /&gt;
*With a Longshot, shoot the chest opposite from the Mirror Shield chest to gain access to its contents and the end of child-side.&lt;br /&gt;
&lt;br /&gt;
==== Boss Key Chest ====&lt;br /&gt;
&lt;br /&gt;
*The Eye Switch can be accessed by hitting the fake door with something to make it fall over. You do not necessarily need to destroy the fake door.&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
==== Lava room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*You can reach the torch at the end of this room using only the Hookshot. &lt;br /&gt;
&lt;br /&gt;
==== Timed boulder room without Longshot ====&lt;br /&gt;
&lt;br /&gt;
*The target on the ceiling is just within range of the Hookshot if you stand directly under it. &lt;br /&gt;
*A wallmaster can also lift you up into the rupee if it’s the last one you need to collect. &lt;br /&gt;
&lt;br /&gt;
=== Ganon’s Castle ===&lt;br /&gt;
&lt;br /&gt;
==== Spirit Trial without Fire Arrows ====&lt;br /&gt;
&lt;br /&gt;
*A precise shot of an arrow through the torch will burn the web to reveal the sunlight. Or moonlight. Maybe it’s a big lamp, idk. &lt;br /&gt;
&lt;br /&gt;
==== Water Trial Blue Fire ====&lt;br /&gt;
&lt;br /&gt;
*With your bridge requirement set to Open you may be required to use a bottle to bring Blue Fire to thaw King Zora or, if you have shopsanity active, to open the Zora Shop as adult if you can&#039;t access it as child.&lt;br /&gt;
&lt;br /&gt;
== Knowing the Way with the Spoiler Log ==&lt;br /&gt;
&lt;br /&gt;
The spoiler log can be very helpful when looking for important items you missed. It takes only a few steps:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Version 4.0 and 5.0 Web Seeds&#039;&#039;&#039; &lt;br /&gt;
*#Look for the web ID in your ROM&#039;s file name. It should be formatted as &amp;lt;code&amp;gt;OoT_WEBID_SEED.z64&amp;lt;/code&amp;gt;. &lt;br /&gt;
*#Copy this link into your address bar, but do not click Go or hit Enter yet: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;https://ootrandomizer.com/seed/get?id=#####&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
*#Replace &amp;lt;code&amp;gt;#####&amp;lt;/code&amp;gt; with the web ID for your seed. Now click Go or hit Enter. &lt;br /&gt;
*#Near the top of the page you should see a red button that says &amp;quot;Spoiler Log.&amp;quot; Click it to access your spoiler log.   &lt;br /&gt;
*&#039;&#039;&#039;Versions 1.0 - 3.0 and Standalone Download&#039;&#039;&#039; &lt;br /&gt;
*#Open the spoiler log generated alongside your ROM. It should be formatted as &amp;lt;code&amp;gt;OoT_SETTINGSTR_SEED_Spoiler.txt&amp;lt;/code&amp;gt;. &lt;br /&gt;
*#Scroll down to the section labeled &#039;&#039;Way of the Hero&#039;&#039;. &lt;br /&gt;
*#Ensure that you have collected all the items listed in the section, as they are essential to beating the game.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=351</id>
		<title>Changelog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Changelog&amp;diff=351"/>
		<updated>2019-02-09T00:01:30Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Added the Farore&amp;#039;s Wind change to New Features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== 4.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Features ====&lt;br /&gt;
&lt;br /&gt;
*Quick boot equips &lt;br /&gt;
**Use D-pad left to equip Iron Boots if they’re in the inventory, or D-pad right to equip Hover Boots if they’re in the inventory. &lt;br /&gt;
**Press the button again to equip Kokiri Boots.   &lt;br /&gt;
*Quck Ocarina &lt;br /&gt;
**Use D-pad down to pull out the Ocarina   &lt;br /&gt;
*Freestanding models &lt;br /&gt;
**All freestanding item locations now display the model of the item you will receive.   &lt;br /&gt;
*Ice traps now work from any location &lt;br /&gt;
**In freestanding locations, appears as a random major item &lt;br /&gt;
**In shops, appears as a random major item with a misspelling.   &lt;br /&gt;
*Various speedups &lt;br /&gt;
**No Talon cutscene when he runs away. &lt;br /&gt;
**Skip “Caught By Gerudo” cutscene. &lt;br /&gt;
**Shorten cutscene when getting Bullet Bag from the Deku Scrub in Lost Woods. &lt;br /&gt;
**Fast pushing and pulling. &lt;br /&gt;
***All types of blocks. &lt;br /&gt;
***Spinnable mirrors in Spirit Temple. &lt;br /&gt;
***Truth spinner in Shadow Temple. &lt;br /&gt;
***Puzzle in basement of Forest Temple.   &lt;br /&gt;
**Ocarina minigame shortened to the first round. &lt;br /&gt;
***5 notes instead of 8.   &lt;br /&gt;
**Jabu-Jabu’s Belly elevator spawns in a more convenient position &lt;br /&gt;
**Kakariko carpenter position is offset so he is no longer in your way during the cucco route. &lt;br /&gt;
**Warp songs now have a normal transition with no cutscene.   &lt;br /&gt;
*Farore&#039;s Wind no longer dispels when transitioning through time. &lt;br /&gt;
**Farore&#039;s Wind can now set two Warp Points which are age-exclusive.   &lt;br /&gt;
*Gold Skulltula textbox displays current number obtained &lt;br /&gt;
*Poe salesman tells point limit without needing to sell &lt;br /&gt;
*Patch files added so that generated seeds can be distributed legally&lt;br /&gt;
&lt;br /&gt;
==== New Options ====&lt;br /&gt;
&lt;br /&gt;
*Master Quest dungeon slider &lt;br /&gt;
**Selects a number of Master Quest dungeons to appear in the game. &lt;br /&gt;
***Ex: 0 - All dungeons will have their default designs. &lt;br /&gt;
***Ex: 6 - Half of all dungeons will have Master Quest redesigns. &lt;br /&gt;
***Ex: 12 - All dungeons will have Master Quest redesigns.     &lt;br /&gt;
*Damage multiplier &lt;br /&gt;
**Changes the amount of damage taken. &lt;br /&gt;
**OHKO: Link dies in one hit.   &lt;br /&gt;
*Item pool &lt;br /&gt;
**Replaces difficulty. &lt;br /&gt;
**Changes the number of bonus items that are available in the game. &lt;br /&gt;
***Plentiful: Extra major items are added. &lt;br /&gt;
***Balanced: The original item pool. &lt;br /&gt;
***Scarce: Some excess items are removed, including health upgrades. &lt;br /&gt;
***Minimal: Most excess items are removed.     &lt;br /&gt;
*Start with max rupees &lt;br /&gt;
**The player begins the game with 99 rupees.   &lt;br /&gt;
*Start with Deku equipment &lt;br /&gt;
**The player begins the game with 10 Deku sticks and 20 Deku nuts. &lt;br /&gt;
**If playing without shopsanity, the player begins with a Deku shield equipped.   &lt;br /&gt;
*Start with fast travel &lt;br /&gt;
**The player begins the game with the Prelude of Light and Serenade of Water songs learned and the Farore’s Wind spell in the inventory &lt;br /&gt;
**These three items increase Link’s mobility around the map, but don’t actually unlock any new items or areas.   &lt;br /&gt;
*Start with Tycoon wallet &lt;br /&gt;
*Open Zora’s Fountain &lt;br /&gt;
**King Zora is moved to the side from the start of the game. &lt;br /&gt;
**Ruto’s Letter is removed from the item pool and replaced with an Empty Bottle.   &lt;br /&gt;
*Randomize starting time of day &lt;br /&gt;
*Ice traps setting &lt;br /&gt;
**Off: All ice traps are removed. &lt;br /&gt;
**Normal: Only ice traps from base pool are placed. &lt;br /&gt;
**Extra ice traps: Chance to add extra ice traps when junk items are added to the item pool &lt;br /&gt;
**Ice trap mayhem: All junk items added will be ice traps. &lt;br /&gt;
**Ice trap onslaught: All junk items will be ice traps, including ones in the base pool.   &lt;br /&gt;
*New Cosmetics &lt;br /&gt;
**Added options for Sword Trail colors &lt;br /&gt;
***Can set the length of the trails &lt;br /&gt;
***Can set the inner and outer colors &lt;br /&gt;
***Can set color to “Rainbow”   &lt;br /&gt;
**Additional SFX options   &lt;br /&gt;
&lt;br /&gt;
==== Updated Features ====&lt;br /&gt;
&lt;br /&gt;
*Hints distribution. &lt;br /&gt;
**Changes how many useful hints are available in the game. &lt;br /&gt;
**Useless: Has nothing but junk hints. &lt;br /&gt;
**Balanced: Gives you a mix of useless and useful hints. Hints will not be repeated. &lt;br /&gt;
**Strong: Has some duplicate hints and no junk hints. &lt;br /&gt;
**Very Strong: Has only very useful hints. &lt;br /&gt;
**Tournament: Similar to strong but has no variation in hint types.   &lt;br /&gt;
*Frogs Ocarina Game added to always hints. &lt;br /&gt;
*Hints are only in logic once you are able to reach the location of the gossip stone by logic &lt;br /&gt;
**Hints ignore logic if inaccessible.   &lt;br /&gt;
*Foolish choice hint added. &lt;br /&gt;
**Regions that are a foolish choice will not have any required items no matter what route is taken in logic   &lt;br /&gt;
*Big Poes location does not require a hint if count set to 3 or less. &lt;br /&gt;
*Add medallion icons to the Temple of Time altar hint. &lt;br /&gt;
*Add a hint for 0/6 trials if trial count is random. &lt;br /&gt;
*Scrub Shuffle now updates the Business Scrubs’ textboxes with the updated price for buying their item. &lt;br /&gt;
&lt;br /&gt;
==== Updated Options ====&lt;br /&gt;
&lt;br /&gt;
*Chest size matches contents updated &lt;br /&gt;
**Boss keys will be in gold chests &lt;br /&gt;
**Small keys appear in small gold chests   &lt;br /&gt;
*Free Scarecrow’s Song changes &lt;br /&gt;
**Pulling out ocarina near a spot where Pierre can spawn will do so.   &lt;br /&gt;
*Rainbow Bridge changes &lt;br /&gt;
**Spiritual Stones added as bridge requirement &lt;br /&gt;
**100 Gold Skulltula tokens added as bridge requirement   &lt;br /&gt;
*Any location can now be excluded from being required &lt;br /&gt;
*Various advanced tricks has been split into individual tricks to be selected &lt;br /&gt;
*Choose sound effects ocarina uses when played &lt;br /&gt;
&lt;br /&gt;
==== Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
*Deku and Hylian shields from chests no longer become blue rupees. &lt;br /&gt;
*Force game language to be English even if a Japanese rom is supplied. &lt;br /&gt;
*Door of Time now opens when entering Temple of Time from all spawns. &lt;br /&gt;
*Fix empty bomb glitch. &lt;br /&gt;
*Move item cost to after Player in the spoiler log. &lt;br /&gt;
*Add Wasteland Bombchu Salesman to spoiler log when required for first Bombchus. &lt;br /&gt;
*Fix message text table is too long error when using settings that add a lot of text to the ROM. &lt;br /&gt;
*Kokiri Sword no longer required for fishing as child. &lt;br /&gt;
*Fix Biggoron Sword collection delay. &lt;br /&gt;
*Twinrova phase 2 textbox fix. &lt;br /&gt;
*Switches in Forest and Fire Temple lowered by 1 unit to make it easier to press them. &lt;br /&gt;
*Equipment menu will now show the name of the item you have in the first column. &lt;br /&gt;
*Hover Boots will no longer show up as adult in the first equipment menu slot if a slingshot was not gotten before becoming adult. &lt;br /&gt;
*Ammo items now use the correct item fanfare. &lt;br /&gt;
*Fix chest size matches contents to work for all chests. &lt;br /&gt;
*Removed key for key logic. &lt;br /&gt;
*Removed unused locked door in Water Temple. &lt;br /&gt;
*Scarecrow’s Song should no longer cause softlocks when played in laggy areas. &lt;br /&gt;
*Text error messages no longer display the Pocket Egg text. &lt;br /&gt;
*Ice traps added back to OHKO as the softlock appears fixed. &lt;br /&gt;
*Ganon now says “my castle” instead of “Ganon’s Castle” for light arrow hint. &lt;br /&gt;
*Fix various typos in text &lt;br /&gt;
**Gerudo’s Fortress &lt;br /&gt;
**Zora’s River &lt;br /&gt;
**Red Rupee   &lt;br /&gt;
*“Ganon’s Tower” is now just “Ganon’s Castle”. &lt;br /&gt;
*Dampe’s Gravediggin reward correctly flags collection on pickup. &lt;br /&gt;
*Castle Moat Bridge no longer closes when playing the Zelda Escape cutscene &lt;br /&gt;
*Various logic fixes. &lt;br /&gt;
&lt;br /&gt;
==== Multiworld Changes ====&lt;br /&gt;
&lt;br /&gt;
*Maximum player count increased from 31 to 255. &lt;br /&gt;
*Ice traps can now be sent to other worlds. &lt;br /&gt;
*Ganon now tells you the location of your Light Arrows, not the location of some Light Arrows that may exist in your world. &lt;br /&gt;
*Item placement rebalanced so that an item for another player can only be placed on a location that both players can reach in logic. &lt;br /&gt;
&lt;br /&gt;
==== Development Version Changes ====&lt;br /&gt;
&lt;br /&gt;
*Output patch file &lt;br /&gt;
**Creates a binary patch file instead of a ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Patch ROM from file &lt;br /&gt;
**Applies a generated patch file to the base ROM and creates a randomizer ROM. Allows sharing a seed without sharing copyright protected material.   &lt;br /&gt;
*Settings presets &lt;br /&gt;
**Adds a functionality to save settings strings for future use. &lt;br /&gt;
**Several presets are already provided.   &lt;br /&gt;
*Create settings log if spoiler log is disabled &lt;br /&gt;
*File names no longer include a settings string &lt;br /&gt;
**Instead display a shortened SHA-1 hash of the settings string.   &lt;br /&gt;
*Add option for converting settings to a string and back &lt;br /&gt;
**Only convert the specified settings to a settings string. &lt;br /&gt;
**If a settings string is specified output the used settings instead.   &lt;br /&gt;
*Python 3.5 is no longer supported &lt;br /&gt;
**You must have Python 3.6 or higher installed to run the randomizer code.   &lt;br /&gt;
*Add option to only apply cosmetic patch without generating world data &lt;br /&gt;
*CLI uses a specified settings file instead of taking in each option &lt;br /&gt;
**Uses settings.sav as default if it exists &lt;br /&gt;
**Uses default settings if no settings file is provided and no settings.sav exists.   &lt;br /&gt;
*Version check is no longer a dialog &lt;br /&gt;
**Appears in a frame in the main randomizer window.   &lt;br /&gt;
*Copy settings string button &lt;br /&gt;
*Cosmetic versioning added to rom. Some cosmetics are only applied if they are safe to do so. &lt;br /&gt;
*Major refactor of code&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Setup&amp;diff=290</id>
		<title>Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Setup&amp;diff=290"/>
		<updated>2019-01-09T21:18:04Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Changed the links to the Setup Guides to link to the ones on the wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;&amp;lt;ins&amp;gt;So you want to play OoTR... Setup Guide&amp;lt;/ins&amp;gt;&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Ocarina of Time Randomizer is available in all possible ways by now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; Besides the &amp;lt;ins&amp;gt;[https://ootrandomizer.com Web Generator]&amp;lt;/ins&amp;gt;, the randomizer can still be downloaded and executed on your local machine, being available as Windows, Linux and Mac executables on the &amp;lt;ins&amp;gt;[https://github.com/AmazingAmpharos/OoT-Randomizer/releases/tag/v3.0 Official Github]&amp;lt;/ins&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To play, multiple devices and programs can be used. OoTR is compatible with N64 via using Everdrive 64 v2.5+ and Wii Virtual Console (WiiVC) via the use of WAD injection.&lt;br /&gt;
&lt;br /&gt;
The base files needed for this are &amp;lt;ins&amp;gt;copyrighted&amp;lt;/ins&amp;gt; and will &amp;lt;ins&amp;gt;not&amp;lt;/ins&amp;gt; be provided.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;ins&amp;gt;App Setup&amp;lt;/ins&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TreZc0_&#039;&#039;&#039; recorded a setup video that will cover most questions:&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=AhABHkWC5s0 https://www.youtube.com/watch?v=AhABHkWC5s0]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;ins&amp;gt;Emulators&amp;lt;/ins&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The Ocarina of Time Randomizer can be played on emulators. Given the quality difference in N64 Emulation, not every emulator can be recommended though.&lt;br /&gt;
&lt;br /&gt;
Recommended Emulators are:&lt;br /&gt;
&lt;br /&gt;
[https://www.retroarch.com/ Retroarch] - [[Retroarch|Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/BizHawk.html Bizhawk] - [[Bizhawk|Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
If your computer is not powerful enough to run either of the above to an acceptable level, then it is suggested to play on:&lt;br /&gt;
&lt;br /&gt;
[https://www.pj64-emu.com/ Project64 ]- [[Project64|Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Project64 is not generally recommended, as it is very inaccurate in its emulation.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=289</id>
		<title>Retroarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Retroarch&amp;diff=289"/>
		<updated>2019-01-09T21:14:03Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Added a &amp;quot;Common Issues&amp;quot; section (might be handy for the Bizhawk guide too) and added the &amp;quot;No Audio&amp;quot; issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Retroarch Guide for OoT Randomizer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;by Raizuto&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Navigate UI with Keyboard only&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;Firstly install &amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;lt;ins&amp;gt;[http://www.retroarch.com/index.php?page=platforms Retroarch]&amp;lt;/ins&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;amp;nbsp;- Choose an installation accordingly with whatever OS you are running &amp;lt;span style=&amp;quot;color:#e67e22&amp;quot;&amp;gt;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;(If Retroarch crashes upon opening try installing the Windows XP 32Bit / 64 Bit installation instead)&amp;lt;/span&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Hit &#039;&#039;&#039;Load Core&#039;&#039;&#039; on the Main Menu&amp;lt;br/&amp;gt; [[File:Retroarch-Load-core.png|530x427px|Retroarch-Load-core.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Then you will hit&amp;amp;nbsp;&#039;&#039;&#039;“Download Core…”&amp;lt;br/&amp;gt; [[File:RA-Download-Core.png|530x427px|RA-Download-Core.png]]&#039;&#039;&#039;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#After the Core index list populates, go down until you find “&#039;&#039;&#039;Nintendo - Nintendo 64 (ParaLLEl N64)&#039;&#039;&#039;” and install it. &amp;lt;span style=&amp;quot;color:#e67e22&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;(If this core gives you issues, try the “&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;background-color:#000000&amp;quot;&amp;gt;” core instead.&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; [[File:Retroarch 01.png|530x427px|Retroarch 01.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Now that the core is installed. You can backspace out to the &#039;&#039;&#039;Main Menu&#039;&#039;&#039;.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Next go over to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;Saving&#039;&#039;&#039; to change “&#039;&#039;&#039;SaveRAM Autosave Interval&#039;&#039;&#039;” to 10 Seconds by selecting it &amp;amp; hitting the right arrow key &#039;&#039;ten times&#039;&#039;. &#039;&#039;(As shown below)&#039;&#039;&amp;lt;br/&amp;gt; [[File:RA-Saving-Interval.png|900x427px|RA-Saving-Interval.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Next go back to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;Directory &#039;&#039;&#039;and hit enter&amp;lt;br/&amp;gt; [[File:Retroarch 02.png|530x424px|Retroarch 02.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#You should see something like this:&amp;lt;br/&amp;gt; [[File:Retroarch 03.png|530x427px|Retroarch 04.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Proceed to select “&#039;&#039;&#039;Downloads&#039;&#039;&#039;” as pictured above &amp;amp; hit enter. You will be presented with an overview of your system partitions, similar to this:&amp;lt;br/&amp;gt; [[File:Retroarch 04.png|530x426px|Retroarch 04.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#Now &#039;&#039;&#039;navigate &#039;&#039;&#039;through your Computer files to &amp;lt;u&amp;gt;&#039;&#039;&#039;whatever folder your roms reside in&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp; hit “&#039;&#039;&#039;Use This Directory&#039;&#039;&#039;” &amp;lt;u&amp;gt;even if it displays as empty,&amp;lt;/u&amp;gt;&amp;amp;nbsp;hit it anyway.&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size:smaller&amp;quot;&amp;gt;&#039;&#039;(If you’re using the Windows OoT Randomizer 3.0 installation. The default location your patched roms will go is within a folder named &#039;&#039;&#039;Output,&#039;&#039;&#039; which gets created &amp;amp; placed inside the same folder your OoTRandomizer.exe exists.)&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#After you have completed the previous step, you will now be able to load your roms via the &#039;&#039;&#039;Downloads &#039;&#039;&#039;section on the &#039;&#039;&#039;Load Content&#039;&#039;&#039; menu like so:&amp;lt;br/&amp;gt; [[File:Retroarch 05.png|530x425px|Retroarch 05.png]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;&amp;lt;u&amp;gt;Optional:&amp;lt;/u&amp;gt;&#039;&#039;&#039; If your controls don’t feel quite right:&amp;lt;br/&amp;gt; Access the Quick Menu by hitting F1 while a rom is loaded &amp;amp; go down to Options. Change deadzone to 10 &amp;amp; analog sensitivity to 80.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&amp;lt;u&amp;gt;&#039;&#039;&#039;Optional:&#039;&#039;&#039;&amp;lt;/u&amp;gt; For cool hi-res textures setup, &amp;lt;u&amp;gt;[http://bit.ly/Fancy-Textures-for-RA Click here]&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*To unbind any button/key hit the delete key on your keyboard in the input settings. &lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;NEVER&#039;&#039;&#039;&amp;lt;/u&amp;gt; close RA via it’s top right X, close it from far left Main Menu “&#039;&#039;&#039;Quit Retroarch&#039;&#039;&#039;”. &lt;br /&gt;
*If you want Retroarch to keep running in the background, go over to the &#039;&#039;&#039;Settings &#039;&#039;&#039;column menu, then down to &#039;&#039;&#039;User Interface&#039;&#039;&#039;, hit enter and set “&#039;&#039;&#039;Don’t run in the background&#039;&#039;&#039;” to &#039;&#039;&#039;OFF&#039;&#039;&#039;. &lt;br /&gt;
*If you happen to try setting custom controller user input binds over using the auto configuration, you might want to know the following info:&amp;lt;br/&amp;gt; &amp;lt;u&amp;gt;Left side user input binds&amp;lt;/u&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;(THE DELETE KEY UNBINDS ANY INPUT BINDING)&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;B button&#039;&#039;&#039; is equivalent to N64 A Button &lt;br /&gt;
**&#039;&#039;&#039;Y button&#039;&#039;&#039; is equivalent to N64 B Button &lt;br /&gt;
**&#039;&#039;&#039;L2 button (trigger)&#039;&#039;&#039; is equivalent to N64 Z Button &lt;br /&gt;
**&#039;&#039;&#039;L1&#039;&#039;&#039; is equivalent to N64 L &lt;br /&gt;
**&#039;&#039;&#039;R1&#039;&#039;&#039; is equivalent to N64 R &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;ins&amp;gt;Movement:&amp;lt;/ins&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
***Left analog X+ = Right &lt;br /&gt;
***Left analog X-&amp;amp;nbsp; = Left &lt;br /&gt;
***Left analog Y+ = Down &lt;br /&gt;
***Left analog Y-&amp;amp;nbsp; = Up   &lt;br /&gt;
**&#039;&#039;&#039;&amp;lt;ins&amp;gt;C-Buttons/C-Stick:&amp;lt;/ins&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
***Right analog X+ = C-Right &lt;br /&gt;
***Right analog X-&amp;amp;nbsp; = C-Left &lt;br /&gt;
***Right analog Y+ = C-Down &lt;br /&gt;
***Right analog Y-&amp;amp;nbsp; = C-Up     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; ENJOY! &#039;&#039;&#039;(Be sure to only use roms that end with “-comp.z64” &amp;amp; are 32 MB in size!!! Seriously, compress your rom!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
*No Audio - Go into the Driver Menu (first thing under the Settings Menu Column) and change the Audio Driver from xaudio to dsound. Then quit RetroArch properly via the Main Menu and restart it.&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=275</id>
		<title>Bizhawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=275"/>
		<updated>2018-12-11T07:58:05Z</updated>

		<summary type="html">&lt;p&gt;BeeLuigi: Fixed link to WiiU Adapter Driver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;Bizhawk Installation Guide&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}} &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Download:&#039;&#039;&#039; Download Bizhawk and its prerequired files: [https://github.com/TASVideos/BizHawk-Prereqs/releases https://github.com/TASVideos/BizHawk-Prereqs/releases]&amp;lt;br/&amp;gt; [https://github.com/TASVideos/BizHawk/releases/ https://github.com/TASVideos/BizHawk/releases/] &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Extracting:&#039;&#039;&#039; Extract both files after they are done downloading:&amp;lt;br/&amp;gt; [[File:Bizhawk 01.png|RTENOTITLE]] &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Installing the Pre-Reqs:&#039;&#039;&#039; Open “bizhawk_prereqs_vX.X” and run “bizhawk_prereqs.exe” and go through with it by clicking “Next”. &amp;amp;nbsp;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Starting the Emulator:&#039;&#039;&#039;Open “BizHawk-X.X.X” and run “EmuHawk.exe”.&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Booting up the Rom:&#039;&#039;&#039; Select “File” and select “Open ROM”. Find your game and load it up!&amp;lt;br/&amp;gt; Make sure you are using the “32 MB Compressed ROM” and not the “65 MB ROM”!* The “65 MB ROM” will crash the emulator during your gameplay.&amp;lt;br/&amp;gt; [[File:Bizhawk 02.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Better Analog stick accuracy: &amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt;Provided by Retzioka&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;br/&amp;gt; While the game is running, go to the “Config” tab and select the “Controllers..” option. Set up the controls by clicking on the text boxes and input the desired button with your Controller. If it’s not registering the inputs from your Controller, then you are missing drivers for your Controller. Make sure you do not input anything in the 4 first boxes as shown below, as they will mess up your aiming in game when using the Bow / Hookshot / Etc.. Instead, change to the “Analog Controls” tab and click the “Bind” button.&amp;lt;br/&amp;gt; X Axis = Move your stick Left to Right once -- Y Axis = Move your stick Up to Down once.&amp;lt;br/&amp;gt; Also make sure you change the sensitivity of the Y Axis as shown below for easier control over aiming.&amp;lt;br/&amp;gt; [[File:Bizhawk 03.png|RTENOTITLE]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hotkey Settings&#039;&#039;&#039;&amp;lt;br/&amp;gt; I suggest getting rid of most (if not all) the bound Hotkeys, as some of them can be bound by default to your controller (like fast forward) and be annoying when you play.&amp;lt;br/&amp;gt; Select a hotkey and simply press the &amp;quot;Escape&amp;quot; key on your keyboard.&amp;lt;br/&amp;gt; [[File:Bizhawk 04.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Better Graphics&#039;&#039;&#039;&amp;lt;br/&amp;gt; Go to the &amp;quot;Config&amp;quot; tab, select &amp;quot;Cores&amp;quot; and then &amp;quot;N64 Video Plugin Settings&amp;quot;.&amp;lt;br/&amp;gt; you should see a third box named &amp;quot;Video Resolution&amp;quot;.&amp;lt;br/&amp;gt; 640x480 is recommended, but depending on the available PC specs, a higher resolution is possible.&amp;lt;br/&amp;gt; &#039;&#039;Higher resolutions may affect your FPS and can slow the game down.&amp;lt;br/&amp;gt; [[File:Bizhawk 05.png|RTENOTITLE]]&#039;&#039;&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Background Inputs&#039;&#039;&#039;&amp;lt;br/&amp;gt; As a Streamer, you may have to click around often. This will make sure that whatever you do, the Emulator will register the inputs from your Controller.&amp;lt;br/&amp;gt; Go to “Config” and select “Customize..” Make sure the 5th and 6th box are both Checked.&amp;lt;br/&amp;gt; It is also recommended to uncheck the “Pause when Menu Activated” box too.&amp;lt;br/&amp;gt; &#039;&#039;If you selected a high resolution at #2, your FPS might go down if you click somewhere other than on the Emulator, like a second monitor.&amp;lt;br/&amp;gt; [[File:Bizhawk 06.png|RTENOTITLE]]&#039;&#039;&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Aspect Ratio&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt; If you decide to make your Emulator’s Window Fullscreen, your game will look stretched, which is not a nice sight for either you or your viewers. This will ensure the game will stay in its original 4:3 Ratio.&amp;lt;br/&amp;gt; Go to “Config” and select “Display”. Check the “Maintain Aspect Ratio (Letterbox)” box and select “Use 1:1 Pixel Size”.&amp;lt;br/&amp;gt; [[File:Bizhawk 07.png|RTENOTITLE]]&amp;lt;br/&amp;gt; &amp;amp;nbsp; &lt;br /&gt;
#&#039;&#039;&#039;Gamecube Adapter Support&#039;&#039;&#039;&amp;lt;br/&amp;gt; Download the drivers for your WII U Adapter via [http://m4sv.com/page/wii-u-gcn-usb-driver this_link].&amp;lt;br/&amp;gt; Some of you who wishes to use your Gamecube Controller with the Wii U Adapter, connect only the Black USB end of the Wii U Adapter to your PC and connect your Gamecube controllerin the left most slot, then run as an Administrator the “&#039;&#039;WiiU-UsbSetup 2015-09-02.exe&#039;&#039;”.&amp;lt;br/&amp;gt; Once the installation starts, a new Window will appear under the name “Zadig”.&amp;lt;br/&amp;gt; In the first box, select “WUP-028” and then select either “Install Driver” or “Reinstall Driver”. It will be the big box in the middle of the Window.&amp;lt;br/&amp;gt; [[File:Bizhawk 08.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Once done, close this Window with the “X” in the upper right corner, this will make the process keep going. Keep pressing “Next” until the program ask you to Reboot your PC.&amp;lt;br/&amp;gt; After restarting your PC, you will now have a “Wii U USB GCN Adapter” icon (Gamecube Controller looking icon). Open it up as a Administrator and select “Start”.&amp;lt;br/&amp;gt; Your PC will be making several connection noises as if you are plugging and unplugging stuff, this is normal. Let it do it’s thing until you see “Driver Successfully Started, entering input loop”. You will have to repeat this process every time you restart your PC or close the program entirely. If you close this Window, the program will be minimized and will still be running in the background.&amp;lt;br/&amp;gt; [[File:Bizhawk 09.png|RTENOTITLE]]&amp;lt;br/&amp;gt; Now open up the Emulator “EmuHawk.exe” and start the Game. Go to “Config” and select “Controllers…”. From here, simply click any of the text box and use your Controller to register inputs! This method is also used for the Gamecube / Wii Emulator knowns as “Dolphin”.&amp;lt;br/&amp;gt; &#039;&#039;If this didn’t work, uninstall and try again. May take 2-3 attempts.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>BeeLuigi</name></author>
	</entry>
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