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The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!


= '''Readme''' =
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]


The OoT Randomizer offers many different settings to customize your play experience. Here’s a fully detailed list!
== Description ==


 
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.


{{TOClimit|2}}
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.


 
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the "A" button on the C-Item Menu.


= ROM Options =
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl's interjections; to that person, I'm sorry I guess?


== Base Rom ==
== Getting Stuck ==


Specify the input ROM that will be used by the randomizer. Please be sure it is OoT US v1.0. Japanese v1.0 roms will be supported in the future, though they will remain in English.
With a game the size of Ocarina of Time, it's quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.


 
== Known issues ==


== Output Directory ==
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.


Specify where the output ROM will be written on your computer.
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State & then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset).
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC's that give you an Item.
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don't do that.
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like "empty bomb" can be disadvantageous to the player.


 


== Create Spoiler Log ==
''We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].''


Decide whether to output a text file detailing where every item can be found and the sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.
== Generation Options ==
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.


 
=== Generate New Seed ===


== Compress Rom ==
<span style="color:green">(v3.0)</span> '''Settings String''' - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.


Decide the format of the output ROM. Compressed is generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console, and all known N64 emulators have significant crashing problems with uncompressed ROMs. Real N64 hardware doesn’t care so generation time can be improved by using the uncompressed option if you are playing on a real N64 with a flash cart. You can also choose not to output a ROM at all; this is useful if you just want to look at spoiler logs.
<span style="color:green">(v1.0)</span> '''Seed''' - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.


&nbsp;
=== Generate From Patch File ===


== Default Targeting Option ==
<span style="color:green">(v4.0)</span> '''Patch File''' - Patch files are used to send the patched data to other people without sending the ROM file. ''On the website'' v3.0 had it's own format for patch files. Those files are not valid for this option.


This option specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.
<span style="color:green">(v3.0 web, v4.0 local)</span> '''Override Original Cosmetics''' - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. ''On the website'' this was previously called '''Enable Custom Settings''' in v3.0, '''Override Cosmetics''' in v4.0, and '''Update Cosmetics''' in v5.0. ''On local version'' v4.0 it became the forced default option.


&nbsp;
== ROM Options ==
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs.


== Multi-World Generation ==
''In versions 1.0 and 2.0'', this tab was named '''Randomize'''.


This option allows for multiple worlds to be generated to be used in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script:
=== General ===


[https://github.com/TestRunnerSRL/bizhawk-co-op https://github.com/TestRunnerSRL/bizhawk-co-op]
<span style="color:green">(v1.0)</span> '''Base Rom''' - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. ''On the website'' this is found on the seed patching page after generating a seed, or when using a patch file with the "Generate From File" option.


=== Player Count ===
<span style="color:green">(v1.0)</span> <span style="color:red">(Local only)</span> '''Output Directory''' - Specify where the output ROM will be saved on your device. ''On the website'' the new randomizer ROM is presented as a file download. Your browser settings dictate this file's destination.


Use this to specify how many players will be participating in this co-op playthrough.
<span style="color:green">(v5.1)</span> '''Enable Plandomizer (Advanced)''' - Activates the Plandomizer File file input box, and uses the file there to set "pre-planned" settings and item locations. For more information, see [[Plandomizer]].


=== Player ID ===
<span style="color:green">(v5.0)</span> '''Plandomizer File''' - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].


Use this to specify which player number you are in particular. Each participant in the co-op should choose a different number starting with 1.
<span style="color:green">(v6.0)</span> '''Enable Cosmetic Plandomizer (Advanced)''' - Activates the Cosmetic Plandomizer File input box, and uses the file there to set "pre-planned" cosmetics and sound effects. Note this option will be greyed out if No Output is selected. ''On the website'' this is also found on the seed patching page after generating a seed.


&nbsp;
<span style="color:green">(v6.0)</span> '''Cosmetic Plandomizer File''' - Specify the JSON distribution file to use as a cosmetic plandomizer file.


== Setting String ==
<span style="color:green">(v1.0)</span> <span style="color:red">(Local only)</span> '''Generation Count''' - Specify how many ROMs in sequence to generate. ''In versions prior to 3.0'' it is referred to as simply '''Count'''. ''On the website'' this is set to 1 and cannot be changed.


This is an 18 character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.
<span style="color:green">(v1.0)</span> '''Create Spoiler Log''' - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.


&nbsp;
<span style="color:green">(v4.0)</span> <span style="color:red">(Local only)</span> '''Create Cosmetics Log''' - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. ''On the website'' this is always generated and available on the seed patcher page after generating the seed.


== Seed ==
<span style="color:green">(v1.0)</span> <span style="color:red">(Local only)</span> '''Output Types''' - Indicate the format of the output ROM. ''On the website'' only the compressed option is available.
* <span style="color:green">(v4.0)</span> '''.zpf (Patch File)''' - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.<!--
--><p>''In versions 4.0 through 6.2'', this option was called '''Patch Files'''.
* '''.z64 (N64/Emulator)''' - Generally recommended for most users.<!--
--><p>''In versions 1.0 and 2.0'', this was a checkbox named '''Compress patched ROM'''.''In versions 3.0 through 6.2'', this was called '''Compressed'''.
* <span style="color:green">(v7.0)</span> '''.wad (Wii VC)''' - Creates the game file used by Wii VC and the Dolphin emulator.
* '''Uncompressed ROM (Development)''' -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.<!--
--><p>''In version prior to 7.0'', this was called '''Uncompressed'''.


This is a string representing the particular configuration of items that will occur in your seed; the purpose is to combine a seed string with a specific&nbsp;settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.
<span style="color:green">(v7.0)</span> '''Show Seed Info on File Screen''' - Enables the text box for '''User-Configurable Message'''.


&nbsp;
<span style="color:green">(v7.0)</span> '''User-Configurable Message''' - Anything typed here will display on the file select screen of the game. Useful for plando'd seeds intended to be shared with friends and in race settings to ensure all players have the same seed at a glance.


&nbsp;
<span style="color:green">(v1.0)</span> <span style="color:red">(Local only)</span> '''Open Output Directory''' - Opens the directory set as the Output Directory with the computer's file manager. If not set, it opens the Randomizer's default Output directory. If the default directory does not yet exist, it is created. ''In versions v3.0 and v4.0'', this button was not present. It was restored in v5.0.


= Main Rules =
<span style="color:green">(v5.1)</span> <span style="color:red">(Local only)</span> '''Open App Directory''' - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.


== Open Forest ==
=== Multi-World Generation ===
<span style="color:green">(v3.0)</span> This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op


Mido does not need to see a sword and shield to reach the Deku Tree and the Kokiri boy blocking the exit to the forest is gone. If this flag is not set, it is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, slingshot, and deku shield for sale will all be available before you need to use them.
* '''Player Count''' - Specify how many players will be participating in this co-op playthrough. ''On the website'' this is limited to a maximum of 4.
* '''Player ID''' - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. ''On the website'', this is selected after generation on the seed patch page, or when using a patch file using the "Generate From File" option.


&nbsp;
=== Settings Presets ===
<span style="color:green">(v4.0)</span> Adjusts all settings to those previously defined within the chosen Preset.
* '''Load''' - Overwrites all settings that affect the seed.
* '''Save''' - Saves all current settings that affect the seed as a new custom preset. If an existing custom preset is chosen from the drop-down, it's settings will be overwritten. Cannot overwrite system included Presets.
* '''Remove''' - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.


== Open Kakariko Gate ==
== Main Rules ==
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.


The gate leading up to Death Mountain from Kakariko Village is open from the beginning of the game. Normally this requires Zelda’s Letter to open. This allows more diverse routing early in the game and prevents very long walks in seeds with the Weird Egg shuffled. Two things are important to note. Showing Zelda’s Letter to the guard is still required to begin the Happy Mask sidequest and to receive a discount on purchasing Hylian Shields. The gate is simply gone for an adult no matter what.
<span style="color:green">(v5.0)</span> '''Randomize Main Rule Settings''' - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons. ''In versions 8.0 and 8.1'', Treasure Chest Game key and Silver Rupee options were also excluded.


&nbsp;
<span style="color:green">(v4.0)</span> '''Logic Rules''' - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.
 
* [[Logic|'''Glitchless''']] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.
== Open Door of Time ==
* <span style="color:green">(v5.0)</span> [[Glitched Logic|'''Glitched''']] - Movement-oriented glitches are likely required. No locations excluded.
 
* '''No Logic''' - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.
The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving&nbsp;Song of Time blocks, for playing to&nbsp;the frogs on Zora's River, or for other such uses. If this flag is not set, the Door of Time must be opened to become an adult as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.
 
&nbsp;
 
== Gerudo Fortress ==
 
=== Default Behavior ===
 
Gerudo Fortress will work the same way it did in the original game. All four carpenters must be rescued in order for the Gerudo woman, who gives the Membership Card, to appear, and for the Gerudo to stop being hostile. Rescuing a carpenter requires having a Gerudo Fortress Small Key and defeating the corresponding guard.
 
=== Rescue One Carpenter ===
 
Only the bottom left carpenter must be rescued to complete Gerudo Fortress. Only one Gerudo Fortress Small Key will exist because of this.
 
=== Start with Gerudo Card ===
 
The player will start with the Gerudo Card from the beginning of the game. The carpenters will be pre-rescued, and the bridge to Gerudo Fortress as an adult will be repaired from the beginning. The Membership&nbsp;Card is the requirement&nbsp;for&nbsp;entering Gerudo Training Grounds, so the grounds&nbsp;will be an accessible area from the moment adulthood is available.
 
&nbsp;
 
== Rainbow Bridge Requirement ==
 
This determines the condition under which the rainbow bridge to Ganon’s Castle will spawn.
 
=== All Dungeons ===
 
The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.
 
=== All Medallions ===
 
All six of the medallions are required to open Ganon’s Castle.
 
=== Vanilla ===
 
The rainbow bridge spawns under the same conditions it did in the original game:&nbsp;Link must possess the Light Arrows and&nbsp;view&nbsp;the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of&nbsp;the Shadow and Spirit Medallions.


=== Open ===
=== Open ===
These rules dictate how "open" the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.


The rainbow bridge is always present.
<span style="color:green">(v1.0)</span> '''Forest''' - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.
* '''Open Forest''' - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest.
* <span style="color:green">(v5.0)</span> '''Closed Deku''' - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.
* '''Closed Forest''' - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them. (Some Entrance Randomizer settings may change this to function as Closed Deku instead during generation. Shuffle Boss Entrances, however, is compatible with Closed Forest as of v8.0.)


&nbsp;


== Random Number of Ganon’s Trials ==
<span style="color:green">(v6.0)</span> '''Kakariko Gate''' - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.
* '''Open Gate''' - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda's Letter is obtained. There is no need to show Zelda's Letter to the guard with this setting.
* '''Zelda's Letter Open Gate''' - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda's Letter is obtained. There is no need to show Zelda's Letter to the guard with this setting.
* '''Closed Gate''' - Both the gate and the Happy Mask Shop are closed until Zelda's Letter is shown to the guard in Kakariko.


A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Alternatively, a specific number of trials can be specified with the slider below. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).


&nbsp;
'''Open Door of Time''' - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora's River, or for other such uses.


== All Locations Reachable ==
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.


This option will set the logic to try to ensure Link can reach every item location in the game with the exception of “key for key” item locations (a single item spot behind a locked door containing the key to open the door). If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.
<span style="color:green">(v4.0)</span> '''Zora's Fountain''' - Choose how King Zora behaves.
* '''Default Behavior (Closed)''' - King Zora obstructs the way to Zora's Fountain. Ruto's Letter must be shown as child in order to move him for both eras.
* <span style="color:green">(v5.2)</span> '''Open For Adult''' - King Zora is always moved in the adult era. This means Ruto's Letter is only required to access Zora's Fountain as child.
* '''Always Open''' - King Zora starts as moved in both the child and adult eras. This also removes Ruto's Letter from the pool since it can't be used.


&nbsp;


== Bombchus Are Considered in Logic ==
<span style="color:green">(v3.0)</span> '''Gerudo Fortress''' - Choose how many carpenters must be saved.
* '''Default Behavior''' - All four carpenters must be rescued before the bridge is built.
* '''Rescue One Carpenter''' - Only the bottom left carpenter must be rescued.
* '''Open Gerudo Fortress''' - The carpenters are rescued the start of the game, and if 'Shuffle Gerudo Card' is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.<br>''In versions v3.0 and v4.0'', this was named '''Start with Gerudo Card'''. This was before the Gerudo card prevented the guards from throwing Link in jail.</p>


This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will be worth 20 Bombchus and subsequent packs will be worth 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar. With this option off, randomly found Bombchu items are not considered as logical progression, randomly found Bombchus will have specific denominations based on the values from the original game, and finding a Bomb Bag is what enables playing Bombchu Bowling and buying Bombchus from shops which will not have their inventories edited.
<span style="color:green">(7.0)</span> '''Dungeon Boss Shortcuts Mode''' - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.
* '''Off''' - Retains vanilla function.
* '''Specific Dungeons''' - Makes the '''Dungeon Boss Shortcuts''' drop-down visible to select which dungeons should have the open path.
* '''All Dungeons''' - All dungeons will have their paths to the bosses open.
* '''Random Dungeons''' - The generator will open the boss shortcuts for a random number of dungeons.


&nbsp;


== Dungeons Have One Major Item ==
<span style="color:green">(7.0)</span> '''Dungeon Boss Shortcuts''' - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.


This option places one “major item” and one only in each of the dungeons. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle. The major items are any item usable with a c-button that is not simply a form of ammo (Bombchus are major only if “Bombchus are considered in logic” is on), songs, Mirror Shield, swords, tunics, boots, Double Defense, Magic Meter/Double Magic, Bullet Bags, Quivers, Bomb Bags, Strength Upgrades, Scales, Wallets, and the Stone of Agony. To be clear, this means that rupees, ammo, Deku Stick and Deku Nut ammo expansions, Pieces of Heart, Heart Containers, Gold Skulltula Tokens, Maps, Compasses, Small Keys, Boss Keys, Deku Shields, Hylian Shields, and Ice Traps are not considered major items. However, Small Keys and Boss Keys are considered major items if the appropriate “keysanity” settings are used. Note that unlike with the distribution of dungeon specific items like keys, this flag does consider the hands of the Desert Colossus as Spirit Temple locations, and to mirror the original game, Spirit Temple will get two items instead of just one.
<span style="color:green">(v1.0)</span> '''Rainbow Bridge Requirement''' - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.
* '''Always Open''' - The rainbow bridge is always present.
* '''Vanilla Requirements''' - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.
* '''All Medallions''' - All six of the medallions are required to open Ganon's Castle.
* '''All Dungeons''' - All medallions and spiritual stones must be in the player’s possession to open Ganon's Castle.
* <span style="color:green">(v4.0)</span> '''All Spiritual Stones''' - All three of the spiritual stones are required to open Ganon's Castle.
* <span style="color:green">(v4.0)</span> '''Gold Skulltula Tokens''' - A configurable number of the gold skulltulas are required to open Ganon's Castle. A slider appears below this setting when this option is chosen.
* <span style="color:green">(v7.0)</span> '''Hearts''' - A configurable number of maximum hearts are required to open Ganon's Castle. A slider appears below this setting when this option is chosen.
* <span style="color:green">(v6.1)</span> '''Random''' - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon's Castle.


&nbsp;


== Master Quest Dungeons ==
<span style="color:green">(v5.1)</span>  '''Skulltulas Required for Bridge''' - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.


With this option you can select a number of Master Quest dungeons to be included in your game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both. You may also opt for a random number of dungeons.
<span style="color:green">(v7.0)</span>  '''Hearts Required for Bridge''' - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.


&nbsp;
<span style="color:green">(v3.0)</span> '''Random Number of Ganon’s Trials''' - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.


== Shuffle Kokiri Sword ==
<span style="color:green">(v3.0)</span> '''Ganon's Trials Count''' - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).


This flag adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.
''In version v2.0'', this was part of an option named '''Skip most of Ganon's Castle''' which set the value to 0.


&nbsp;
=== World ===
These rules affect the fundamentals for how the world works.


== Shuffle Weird Egg ==
<span style="color:green">(v5.0)</span> '''Starting Age''' - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.
* '''Child''' - Start as child Link in Link's house.
* '''Adult''' - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.
* '''Random''' - Randomly selects Link’s starting age.


This flag adds the Weird Egg given by child Malon to the shuffle. With this flag on, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child as well as Saria in Sacred Forest Meadow and the Happy Mask sidequest.


&nbsp;
<span style="color:green">(v7.0)</span> '''MQ Dungeon Mode''' - Choose which style of dungeon will be used.
* '''Vanilla''' - All dungeons will be in their ordinary configuration.
* '''Master Quest''' - All dungeons will be in their Master Quest configuration.
* '''Specific Dungeons''' - Select which dungeons will be in their Master Quest configuration. Enables the '''MQ Dungeons''' drop-down.
* '''Count''' - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.
* '''Completely Random''' - The configuration will be assigned randomly for each dungeon.


== Shuffle Ocarinas ==


This flag adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are&nbsp;progressive items;&nbsp;the first found will always be the Fairy Ocarina, with the second being the Ocarina of Time, even though the two are functionally identical. Without this flag on, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is always available at the gate of Castle Town, as a child, when all three Spiritual Stones are in the player’s possession.
<span style="color:green">(v7.0)</span> '''MQ Dungeons''' - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.


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<span style="color:green">(v7.0)</span> '''Pre-completed Dungeons Mode''' - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. If song shuffle is set to dungeon rewards, the song will be given as a starting item as well. This setting takes priority over ''Dungeons Have One Major Item'' so that it does not contain any major items. This setting also takes priority over all shuffled dungeon items settings, such that they will remain within the pre-completed dungeon as well. The dungeon can still be completed as normal and a duplicate of the dungeon reward would be received, but it has no additional benefit to do so. This setting only applies to dungeons with a blue warp. ''As of version 8.2'', locations within pre-completed dungeons will not be hinted.
* '''Off''' - No dungeons are affected.
* '''Specific Dungeons''' - Enables the '''Pre-completed Dungeons''' drop-down to select which dungeons should be barren and the reward given.
* '''Specific Dungeon Rewards''' - Enables the '''Pre-completed Dungeon Rewards''' drop-down to select which dungeon rewards should be given. Pre-completed dungeons will be determined by the randomizer depending on which ones contain those rewards. Not compatible with Shuffled Dungeon Rewards.
* '''Count''' - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.


== Shuffle Songs with Items ==


This flag adds the 12 standard ocarina songs to the shuffle as normal items. With this flag on, the spots that contained songs in the original game will simply give Link a random item, and the songs can be found as items freely. Without this flag on, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a kid and then as an adult.
<span style="color:green">(v7.0)</span> '''Pre-completed Dungeons''' - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.


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<span style="color:green">(v8.2)</span> '''Pre-completed Dungeon Rewards''' - Select which dungeon rewards will be given as starting items. Pre-completed dungeons will be determined by the randomizer depending on which ones contain those rewards. Only available if Specific Dungeon Rewards is selected in the Pre-completed Dungeons Mode option.


== Shuffle Gerudo Card ==
<span style="color:green">(v7.0)</span> '''Pre-completed Dungeon Count''' - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.


This flag shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds, but it does not have any impact on the hostility of the Gerudo in Gerudo Fortress who still check for the carpenter rescue events. Without this flag, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.
<span style="color:green">(v6.0)</span> '''Shuffle Interior Entrances''' - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.
* '''Simple Interiors''' - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).


&nbsp;
* '''All Interiors''' - Extended version of 'Simple Indoors' with some extra entrances: Link's House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard's owner's house is never shuffled.


== Shuffle Deku Salescrubs ==


This flag makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business&nbsp;Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a&nbsp;Business Scrub is bought, the scrub&nbsp;will disappear from the world forever. The individual settings in the dropdown can be used to set the price of each Business&nbsp;Scrub to 10 rupees, leave the prices as what they were in the original game, or set each price to a random value from 0 to 99 rupees. In all cases, the text for the Business Scrub will not update.
<span style="color:green">(v8.0)</span> '''Shuffle Thieves' Hideout Entrances''' - Shuffles the individual doorways of Thieves' Hideout into the interiors pool. Savewarping from any Thieves' Hideout interior will return Link to the first jail room. '''Shuffle Interior Entrances''' must be enabled in order to turn on this toggle.


&nbsp;
<span style="color:green">(v6.0)</span> '''Shuffle Grotto Entrances''' - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.


== Shopsanity ==
<span style="color:green">(v6.0)</span> '''Shuffle Dungeon Entrances ''' - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.
* '''Dungeon''' - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.
* <span style="color:green">(v7.0)</span> '''Dungeon and Ganon''' - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon's Castle.


This setting randomizes the items sold in shops. When it is used, all shop items are randomly re-arranged among all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game, and this setting considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town; however, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. This setting overrides the “Bombchus considered in logic” editing of the shop item pool.


=== Off ===
<span style="color:green">(v7.0)</span> '''Shuffle Boss Entrances ''' -
* '''Off''' - Bosses will remain in their respective dungeons.
* '''Age-Restricted''' - Bosses are separated into child and adult pools and shuffled amongst themselves separately.
* '''Full''' - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.


This disables the Shopsanity feature.


=== Shuffled Shops (0 Items) ===
<span style="color:green">(v6.0)</span> '''Shuffle Overworld Entrances''' - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.
*Hyrule Castle Courtyard and Garden entrances
*Both Market Back Alley entrances
*Gerudo Valley to Lake Hylia


This causes all of the Shopsanity features described above.


=== Shuffled Shops (1-4 Items) ===
<span style="color:green">(v8.0)</span> '''Shuffle Gerudo Valley River Exit''' - Randomizes the one-way exit of diving into the Gerudo Valley waterway.


This not only causes all of the Shopsanity features described above, but it also adds 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of money. Lower value shop items are removed to make room for this, and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees even if they are explosives without an appropriate container or a tunic as a child.
When enabled, trade timers are disabled and trade items never revert.


=== Shuffled Shops (Random Items) ===
<span style="color:green">(v6.0)</span> '''Randomize Owl Drops''' - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.


This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting.
<span style="color:green">(v6.0)</span> '''Randomize Warp Song Destinations''' - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be included when overworld or dungeon entrance randomizer is enabled.


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<span style="color:green">(v7.0)</span> '''Randomize Overworld Spawns''' - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link's House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. ''In versions 6.0 through 6.2'', this option was a single toggle for both ages.


== Shuffle Dungeon Items ==
<span style="color:green">(v5.2)</span> '''Triforce Hunt''' - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon's Castle key is given if beating the game again is desired.


This setting allows the player to decide the natural distribution of dungeon items. Dungeon items can be found confined to their original dungeons, spread freely throughout the world, or prevented from existing completely. Items that are prevented from existing completely will be replaced in the item pool with an assortment of various low tier junk items. This feature can be specified for Maps/Compasses, Small Keys, and Boss Keys independently. If Small Keys or Boss Keys are prevented from existing, this will also remove all locks those keys would be used for from existing as well. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed.
<span style="color:green">(v5.2)</span> '''Required Triforces Per World''' - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.
* Extra pieces are determined by the the Item Pool setting: 'Plentiful': 100% Extra 'Balanced': 50% Extra 'Scarce': 25% Extra  'Minimal: No Extra


&nbsp;


== Maps and Compasses Give Information ==
<span style="color:green">(v8.0)</span>  '''Add Bombchu Bag and Drops''' - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are considered a progression item by logic. The first Bombchus found will give a bag to hold them, like a bomb bag, along with the number of Bombchus in that pack. This will unlock Bombchu Bowling (if not already unlocked by finding a bomb bag first), buying Bombchu refills from shops, and buying Bombchus from the wasteland carpet salesman. Once a Bombchu Bag is found, Bombchus can be found in grace and rocks in the same manner as regular bombs.


This setting, only available if you start with Maps and Compasses or they are spread across the world, disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information.
With this option off, randomly found Bombchu items are not considered as logical progression. Finding a Bomb Bag is the sole condition to play Bombchu Bowling and buy Bombchus from shops which are available for repeatable purchase. Shopsanity one-time purchase Bombchus do not require a Bomb Bag.


&nbsp;
<span style="color:green">(v3.0)</span>  '''Dungeons Have One Major Item''' - This option places one and only one [[Major Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.


== Remove Ganon’s Door Boss Lock ==
=== Shuffle ===
These settings shuffle more items into the item pool.


This setting removes the Boss Key lock from Ganon’s Tower. This removes the need to locate the Ganon’s Tower Boss Key to finish the game.
<span style="color:green">(v6.0)</span> '''Shuffle Songs''' - This setting changes where songs will be placed.
* '''Song Locations''' - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.
* '''Dungeon Rewards''' - Songs will be placed at the ends of dungeons, plus one in the Zelda's Lullaby location. 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.
* '''Anywhere''' - Songs can be placed in any location in the game.  


&nbsp;


== Tokensanity ==
<span style="color:green">(v3.0)</span> '''Shopsanity''' - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. ''In version 7.0'', all settings except Off will enable the '''Shopsanity Prices''' option.
* '''Off''' - Disables the Shopsanity feature.
* '''Shuffled Shops (0 Items)''' - This causes all of the Shopsanity features described above.
* <span style="color:cornflowerblue">(Multiple Similar Settings)</span> '''Shuffled Shops (1-4 Items)''' - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.
* '''Random # of Items Per Shop''' - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. ''In versions 3.0 through 6.2'', this setting was called '''Shuffled Shops (Random Items'''.


This setting shuffles the Gold Skulltula item drops into the general pool of locations. The player can choose only to include Gold skulltulas found in dungeons for a more mild version of this setting.


&nbsp;
<span style="color:green">(v7.0)</span> '''Shopsanity Prices''' - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.
* '''Random''' - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.
* <span style="color:cornflowerblue">(Multiple Similar Settings)</span> '''X Wallet''' - Prices will range between 0 and the maximum amount held by the wallet selected.
* '''Affordable''' - All randomized items will be priced at 10 rupees.


&nbsp;
<span style="color:green">(v3.0)</span> '''Tokensanity''' - This setting shuffles the Gold Skulltula item drops into the general pool of locations.
* '''Off''' - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.
* '''Dungeons Only''' - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.
*<span style="color:green">(v5.1)</span> '''Overworld Only''' - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.
* '''All Tokens''' - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.


= Detailed Logic =


== Maximum Expected Skulltula Tokens ==
<span style="color:green">(v3.0)</span> '''Scrub Shuffle''' - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a "mysterious item."
* '''Off''' - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.
* '''On (Affordable)''' - All scrubs will have randomized items and sell them for 10 rupees.
* '''On (Expensive)''' - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.
* '''On (Random Prices)''' - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.


This setting can be used to reduce the number of Gold Skulltula Tokens that may be required to finish the game.


&nbsp;
<span style="color:green">(v8.0)</span> '''Shuffled Child Trade Sequence Items''' - Shuffles the location of items in the child trade quest. If both Weird Egg and Chicken are set to shuffle, only the Weird Egg will appear in the item pool. Shuffling the masks unlocks items in the mask shop in the same way as usual. For example, the item in the Keaton Mask slot is immediately available, but the item in the Bunny Hood slot is not available until the Spooky Mask has been given to the graveyard child. Right side masks require the Bunny Hood be given to the running man.


== No Nighttime Skulltulas without Sun’s Song ==
<span style="color:green">(v8.0)</span> '''Shuffle All Adult Trade Items''' - Shuffles the location of the items selected in the ''Adult Trade Sequence Items'' dropdown menu anywhere in the world. Once the item is found, it should be returned to it's usual NPC in exchange for another item.


This setting causes the logic to expect the player to have an ocarina and the Sun’s Song to get Gold Skulltula locations that are only found at nighttime.
<span style="color:green">(v7.0)</span> '''Adult Trade Sequence Items''' - If ''Shuffle All Adult Trade Items'' is enabled, this selects which adult trade quest items may be found somewhere besides the NPC who ordinarily provides them. If some items are selected but not others, the items left unselected will be obtainable from the NPC who ordinarily gives them in exchange for the previous trade quest item.


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If ''Shuffle All Adult Trade Items'' is disabled, this selects which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities. ''In versions 7.0 and 7.1'', this setting was in the Item Pool section of the Other tab.


== No Big Poes ==
<span style="color:green">(v7.0)</span> '''Shuffle Rupees & Hearts''' - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].
* '''Off''' - Free-standing rupees and recovery hearts will be left unchanged.
* '''All''' - All visible free-standing rupees and recovery hearts will be randomized.
* '''Overworld Only''' - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.
* '''Dungeons only''' - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.


This setting will guarantee that the Big Poe vendor will not have an important item.


&nbsp;
<span style="color:green">(v7.0)</span> '''Shuffle Pots''' - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon's boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page]. ''In versions 7.0 through 8.1'', Fairy Pots were not included and so Stray Fairies would not be added to the item pool.
* '''Off''' - Pot contents will be left unchanged.
* '''All''' - All pots with contents other than fairies will be randomized.
* '''Overworld Only''' - Overworld pots with contents other than fairies will be randomized.
* '''Dungeons only''' - Dungeon pots with contents other than fairies will be randomized.


== No Child Fishing ==
<span style="color:green">(v8.2)</span> '''Include Empty Pots''' - Pots which contain nothing in the vanilla game will be added to the pool of pot locations where items can be added. This also adds "Literally Nothing" items to the item pool. Only available when Shuffle Pots option is not Off.


This setting will guarantee that the reward from child fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.
<span style="color:green">(v7.0)</span> '''Shuffle Crates''' - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].
* '''Off''' - Crate will be left unchanged.
* '''All''' - All crates with contents are randomized.
* '''Overworld Only''' - Overworld crates with contents are randomized.
* '''Dungeons only''' - Dungeon crates with contents are randomized.


&nbsp;
<span style="color:green">(v8.2)</span> '''Include Empty Crates''' - Crates which contain nothing in the vanilla game will be added to the pool of crate locations where items can be added. This also adds "Literally Nothing" items to the item pool. Only available when Shuffle Crates option is not Off.


== No Adult Fishing ==
<span style="color:green">(v5.0)</span> '''Shuffle Cows''' - This setting causes cows to give an item when Epona's song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.


This setting will guarantee that the reward from adult fishing is not an important item. This is mostly recommended if the player simply must play on Bizhawk.
<span style="color:green">(v7.0)</span> '''Shuffle Beehives''' - This setting adds random contents to the 32 beehives in grottos and Zora's Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].


&nbsp;
<span style="color:green">(v8.1)</span> '''Shuffle Wonderitems''' - This setting adds random contents to [[Wonderitem Locations|wonderitem locations]]. When this setting is enabled, Wonderitem locations will shine with sparkles color-coded to the type of wonderitem.


== No Skull Mask Reward ==
<span style="color:green">(v3.0)</span> '''Shuffle Kokiri Sword''' - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.


This setting will guarantee that the item obtained from showing the Skull Mask in the Deku Theater is not an important item.
<span style="color:green">(v3.0)</span> '''Shuffle Ocarinas''' - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.


&nbsp;
<span style="color:green">(v3.0)</span> '''Shuffle Gerudo Card''' - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds <span style="color:green">(v5.0)</span> and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.


== No Mask of Truth Reward ==
''In versions prior to v5.0'', the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.


This setting will guarantee that the item obtained from showing the Mask of Truth in the Deku Theater is not an important item.
<span style="color:green">(v5.0)</span> '''Shuffle Magic Beans''' - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.


&nbsp;
<span style="color:green">(v6.0)</span> '''Shuffle Medigoron & Carpet Salesman''' - This setting adds the Giant'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.


== No 1500 Horseback Archery ==
While Giant's Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant's Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant's Knife, that slot will still remain as Biggoron Sword even after picking up the Giant's Knife.


This setting will guarantee that the item obtained from scoring 1500 points at the horseback archery challenge at Gerudo Fortress is not an important item.
<span style="color:green">(v7.0)</span> '''Shuffle Frog Song Rupees''' - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.


&nbsp;
<span style="color:green">(v8.0)</span> '''Shuffle Hyrule Loach Reward''' - Shuffles the reward for catching the Hyrule Loach in the Fishing Pond.
* '''Vanilla Behavior''' - The loach only appears every 4th time the minigame is played and the sinking lure is only findable after obtaining the fishing prize for Link's current age.
* '''Easier Behavior''' - The loach and sinking lure will be available every time the minigame is played. The ordinary prizes are also available even while using the sinking lure.


== No Lost Woods Memory Game ==
<span style="color:green">(v8.0)</span> '''Shuffle Individual Ocarina Notes''' - Shuffles new items for each of the ocarina sounds. For example, Zelda's Lullaby will not be playable until the left, up, and right notes are found. (Note: The skull kid ocarina minigame is not considered to be in glitchless logic until all 5 notes are found, for ease of play.)


This setting will guarantee that the item obtained from winning the ocarina memory game in the Lost Woods is not an important item.
=== Shuffle Dungeon Items ===
<span style="color:cornflowerblue">(Multiple Similar Settings)</span> These settings allow the player to decide the natural distribution of dungeon items. The groups are '''Maps & Compasses''', '''Small Keys''', '''Thieves' Hideout Keys''', '''Boss Keys''', <span style="color:green">(v8.0)</span> '''Treasure Chest Game Keys''', <span style="color:green">(v8.0)</span> '''Silver Rupees''', and <span style="color:green">(v8.2)</span> '''Shuffle Dungeon Rewards'''. ''Prior to v7.0'', Thieves' Hideout Keys were known as '''Gerudo Fortress Keys'''.
* <span style="color:green">(v1.0)</span> '''Remove (Keysy)''' - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.
* <span style="color:green">(v5.0)</span> '''Vanilla Locations''' - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.
* <span style="color:green">(v6.0)</span> '''Own Dungeon''' - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. ''In v5.0'', this setting was named '''Dungeon Only'''.
* <span style="color:green">(v7.0)</span> '''Regional''' - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.
* <span style="color:green">(v6.0)</span> '''Overworld Only''' - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.
* <span style="color:green">(v6.0)</span> '''Any Dungeon''' - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.
* <span style="color:green">(v3.0)</span> '''Anywhere (Keysanity)''' - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.
* <span style="color:green">(v3.0)</span> <span style="color:cornflowerblue">(Maps & Compasses Only)</span> '''Start Wtih''' - Maps and Compasses are given to Link from the start.
* <span style="color:green">(v8.2)</span> <span style="color:cornflowerblue">(Dungeon Rewards only)</span> '''Dungeon Reward Locations''' - Dungeon rewards are shuffled only amongst their vanilla blue warp locations and Rauru's gift.


&nbsp;
<span style="color:green">(v7.0)</span> '''Key Rings Mode''' - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves' Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.
* '''Off''' - No dungeons are affected.
* '''Choose Dungeons''' - Enables the '''Key Rings''' drop-down visible to select which areas should have a key ring.
* '''All Dungeons''' - All areas will have their keys replaced by key rings.
* '''Random Selection''' - A random number of areas will have their keys replaced by key rings. ''In versions 7.0 and 7.1'', setting was called ''Random Dungeons''.


== No Racing Dampe a Second Time ==


This setting will guarantee that the item obtained from finishing with a sub-minute time in the second Dampe race is not an important item.
<span style="color:green">(v7.0)</span> '''Key Rings''' - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.


&nbsp;
<span style="color:green">(v8.0)</span> '''Key Rings give Boss Keys''' - Adds the boss key to any keyrings in the item pool. <span style="color:red">Warning</span>: In v8.0, do not enable this toggle if small keys are set to Remove (keysy) while boss keys are not, as this will remove boss keys entirely resulting in an unbeatable seed.


== No Biggoron Reward ==
<span style="color:green">(v3.0)</span> '''Ganon's Boss Key''' - Allows the player to decide on how and where Ganon's Castle's boss key is found. The last 5 options enable a corresponding slider to set the number required.


This setting will guarantee that the item obtained from showing the Claim Check to Biggoron is not an important item.
''Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon's Castle boss key to be given on collection of the last Triforce piece as the credits start.''
* <span style="color:green">(v2.0)</span> '''Remove (Keysy)''' - The Ganon's Castle boss key is removed and the boss door in Ganon's Tower starts unlocked.<!--
--><p>''In version v2.0'' this was part of the setting called '''Skip most of Ganon's Castle'''.</p>
* <span style="color:green">(v5.0)</span> '''Vanilla Location''' - The Ganon's boss key is located in the gilded chest in Ganon's Castle.
* <span style="color:green">(v6.0)</span> '''Own Dungeon''' - The Ganon's Castle boss key can be found anywhere in Ganon's Castle.<!--
--><p>''In versions v2.0-v4.0'', this was how the boss key is placed if the '''Remove Ganon's Boss Door Lock''' or '''Skip most of Ganon's Castle''' settings were not checked. ''In v5.0'', setting was named '''Dungeon Only'''.</p>
* <span style="color:green">(v6.0)</span> '''Overworld Only''' - The Ganon's Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.
* <span style="color:green">(v6.0)</span> '''Any Dungeon''' - The Ganon's Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon's Castle.
* <span style="color:green">(v5.0)</span> '''Anywhere (Keysanity)''' - The Ganon's boss key can be located anywhere in the world.
* <span style="color:green">(v6.1)</span> '''Light Arrow Cutscene''' - The Ganon's boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.
* <span style="color:green">(v6.1)</span> '''Stones''' - The Ganon's boss key will be received once the specified number of stones are obtained.
* <span style="color:green">(v6.1)</span> '''Medallions''' - The Ganon's boss key will be received once the specified number of Medallions are obtained.
* <span style="color:green">(v6.1)</span> '''Dungeons''' - The Ganon's boss key will be received once the specified number of Dungeons are completed.
* <span style="color:green">(v6.1)</span> '''Tokens''' - The Ganon's boss key will be received once the specified number of gold skulltula tokens are obtained.
* <span style="color:green">(v7.0)</span> '''Hearts''' - The Ganon's boss key will be received once the specified number of hearts are obtained.


&nbsp;


== Adult Trade Sequence ==
<span style="color:green">(v7.0)</span> '''Shuffle Silver Rupees''' - The Silver Rupees required to complete puzzle rooms throughout the game are shuffled elsewhere. The vanilla locations of these rupees will contain shuffled items. Each rupee's text box will indicate which puzzle room it is for and counts can be checked on the item menu by holding A or D-Pad, depending on the cosmetic setting chosen.


This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.
<span style="color:green">(v3.0)</span> Maps and Compasses Give Information - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding 'A'.<!--
--><br>'''Note''': Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.


&nbsp;
== Detailed Logic ==
These are settings that affect logic in very specific and situational ways.


== Enable All Tricks ==
<span style="color:green">(v6.1)</span> '''Guarantee Reachable Locations''' - This setting will set the logic for how many item locations are guaranteed to be logically accessible.
* '''All''' - Ensures all locations in the game can be reached.
* '''All Goals''' - Ensures Link has logical access to every potentially required item to unlock Ganon's Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.
* '''Required Only''' - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.


This is a button to turn on all of the trick related flags.
''In versions v1.0 and v2.0'', this was named '''Only ensure seed is beatable, not all items must be reachable''' and worked inverse of how this setting now works. ''Prior to v4.0'', “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. ''Prior to v6.1'', this was named '''All Locations Reachable''' and functioned similarly.


&nbsp;
<span style="color:green">(v3.0)</span> '''Nighttime Skulltulas Expect Sun’s Song''' - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.


== Various Advanced Tricks ==
<span style="color:green">(v3.0)</span> '''Exclude Locations''' - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.


This setting allows a huge number of minor tricks to be allowed by the logic. Here is a complete list:
''In version v3.0'', this section was named '''Remove Specific Locations''' and had a very specific set of locations you could exclude via check boxes. ''Prior to v5.0'', junk locations could hold any non-major item.


- A precise jumpslash with either a Deku Stick or the Kokiri Sword can be used to reach a Gold Skulltula on some vines in standad Deku Tree.<br/> - The Bow can be used to knock down the stairs in Dodongo’s Cavern with two well timed shots.<br/> - The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with the standard Hookshot.<br/> - The well in Forest Temple can be crossed with just Hookshot by shooting as low as possible on the vines from the far side and swimming under the ceiling. This is possible in both versions but can only be required in Forest Temple MQ.<br/> - A Bombchu from the ground level can be used to hit the switch to bypass the block pushing puzzle in Forest Temple MQ.<br/> - A rusted switch under a Song of Time block in the standard Fire Temple can be hit by using Hammer into the block.<br/> - The location with the Boss Key chest in Fire Temple MQ can be reached without the Bow with very particular use of Din’s Fire. -The upper levels of the old boulder maze in Fire Temple MQ can be reached without explosives by using the Hammer through a wall.<br/> - In the standard Spirit Temple, the bridge on child side can be lowered with a carefully timed Bombchu.<br/> - The frozen switch in Spirit Temple MQ can be hit without a fire source by using the Bow and Song of Time very cleverly.<br/> - The chest in the basement of the standard Bottom of the Well can be reached with only a Strength Upgrade by using a jump slash with a lit Deku Stick to access the bomb flowers in the basement.<br/> - The silver rupees on the left side of Gerudo Training Grounds MQ can be collected with just Hookshot with a somewhat particular jump slash.<br/> - The first room of the Spirit Trail in Ganon’s Castle MQ can be cleared without the Bow by using a Hammer jump slash to hit the rusted switch through the thrones.<br/> - The Gold Skulltula in adult Kokiri Forest can be reached without the Hookshot by using Hover Boots off one of the roots.<br/> - The child can reach the chest on Death Mountain trail with just the Goron Bracelet by backwalking with the Bomb Flower intended to open Dodongo’s Cavern and throwing the Bomb Flower at the wall very quickly.<br/> - Gerudo Fortress can be cleared without any items other than those needed for access. The logic normally guarantees one of the Bow, Hookshot, or Hover Boots to help navigate the “kitchen”.
<span style="color:green">(v3.0)</span> '''Enable Tricks''' - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].<br>
''In version v3.0'', this section was called '''Specific Expected Tricks''' and had a small number of checkboxes to choose very specific tricks.


Using this setting will also pre-set all of the lower logic flags to a reasonable configuration to match the trick level. These can then be edited as the player desires if the given configuration isn’t desired.
== Starting Inventory ==
<span style="color:green">(v5.2)</span> Allows you to choose the items Link has at the beginning of the game.


&nbsp;
'''Starting Equipment''' - Begin the game with the selected equipment.


== Man on Roof without Hookshot ==
'''Starting Items''' - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.<!--
--><br>If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.


This allows the logic to consider a trick in which the player does a sidehop off the tall tower in Kakariko Village to reach the man on the rooftop with no items.
'''Starting Songs''' - Begin the game with the selected songs already learnt.


&nbsp;
=== Other ===


== Child Deadhand without Kokiri Sword ==
'''Start with Consumables''' - Start the game with maxed out Deku Sticks and Deku Nuts.


This allows the logic to consider defeating the Deadhand in Bottom of the Well, with Deku Sticks, in logic. This is not hard with use of the power crouch stab glitch, but consistently landing actual jump slashes on his unusual hitbox is pretty difficult and using normal slashes consumes 9 Deku Sticks. When this is not set, logic will make the kokiri sword available before you need to defeat this Deadhand.
'''Start with Max Rupees''' - Start the game with a full wallet. Wallet upgrades will also fill the wallet.


&nbsp;
'''Starting Hearts''' - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.


== Dodongo’s Cavern Spike Trap Room Jump without Hover Boots ==
== Other ==
These are various other settings which do not majorly affect gameplay and instead customize the play experience.


This allows the logic to consider that the adult can make a particularly useful jump in Dodongo’s Cavern to reach the area with the Bomb Bag chest early. Due to the precision of the jump, normally the logic expects Hover Boots to complete this path.
=== Timesavers ===
These are settings that save time by cutting tedious content.


&nbsp;
<span style="color:green">(v8.2)</span> '''Free Reward from Rauru''' - The item given when transitioning from child to adult at the Temple of Time for the first time is instead given as a starting item. (Prior to v8.2, this was always given as a starting item.)


== Windmill PoH as Adult with Nothing ==
<span style="color:green">(v3.0)</span> '''Skip Tower Collapse Sequence''' - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.


This allows the logic to consider a jump the adult can make in the windmill to reach the Piece of Heart within with no items. The jump requires leaping from an object on which it is not obvious Link is allowed to stand and has counterintuitive timing so it is not in standard logic.
''In version v2.0'', this was part of the setting called '''Skip most of Ganon's Castle'''.


&nbsp;
<span style="color:green">(v3.0)</span> '''Skip Child Stealth''' - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.<!--
--><br> ''In versions v3.0'', this was called '''Skip Interior Castle Guard Stealth'''.


== Crater’s Bean PoH with Hover Boots ==
<span style="color:green">(v3.0)</span> '''Skip Epona Race''' - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.


This allows the logic to consider using Hover Boots to reach the Piece of Heart atop the volcano in Death Mountain Crater. The path involves walking up a very steep slope that is not visibly walkable so it is not in normal logic.
<span style="color:green">(v6.0)</span> '''Skip Some Minigame Phases''' - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé's Race in under a minute grant's both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. ''In 5.1'', the option to skip Dampé's first race was available (Skip First Dampé Race), but not Horseback Archery.


&nbsp;
<span style="color:green">(v6.0)</span> '''Complete Mask Quest''' - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.


== Zora’s Domain Entry with Cucco ==
<span style="color:green">(v5.0)</span> '''Enable Specific Glitch-Useful Cutscenes''' - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. ''In version prior to 7.0'', this setting was called '''Enable Useful Cutscenes'''.


This allows the logic to consider using a Cucco on Zora River to enter Zora’s Domain as a child without playing Zelda’s Lullaby. It requires slipping behind the waterfall trickily from the left side.
<span style="color:green">(v3.0)</span> '''Fast Chest Cutscenes''' - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.


&nbsp;
<span style="color:green">(v3.0)</span> '''Free Scarecrow’s Song''' - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.<!--
--><br>''In version v3.0'', this was called '''Start with Scarecrow's Song''' and forced you to set a song at generation time that everyone had to share.


== Zora’s Domain Entry with Hover Boots ==
<span style="color:green">(v6.0)</span> '''Fast Bunny Hood''' - This setting causes the Bunny Hood to act like Majora's Mask and speed up Link's movement speed. The speed matches Link's backwalking speed and does not increase Link's backwalking speed.


This allows the logic to consider this similar trick to the above except as an adult with Hover Boots. This is actually a lot more difficult even though it can be done from either side of the waterfall.
<span style="color:green">(v8.0)</span> '''Maintain Mask Equips through Scene Changes''' - This setting keeps masks equipped when going through loading zones and savewarping. (Bare in mind masks alter NPC reactions to Link, so remove the mask before speaking to anyone.)


&nbsp;
<span style="color:green">(v7.0)</span> '''Plant Magic Beans''' - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.


== Fewer Tunic Requirements ==
<span style="color:green">(v5.0)</span> '''Random Cucco Count''' - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.


This relaxes the tunic requirements by the logic somewhat. Normally the logic expects a Goron Tunic to enter Fire Temple or complete the Fire Trial in Ganon’s Castle and a Zora Tunic to enter Water Temple, collect the underwater silver rupees in Gerudo Training Grounds, or obtain the Piece of Heart at the bottom of the frozen Zora’s Fountain. With this flag set, the Goron Tunic will not be required to actually enter Fire Temple, only to fight Volvagia or to reach the upper floors. The Zora Tunic requirements are removed completely except to reach the chest at the bottom of the central pillar in Water Temple.
<span style="color:green">(v5.0)</span> '''Cucco Count''' - The number of Cuccos required can be selected manually with this slider.


&nbsp;
<span style="color:green">(v3.0)</span> '''Random Big Poe Target Count''' - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.


== Morpha with Gold Scale ==
<span style="color:green">(v3.0)</span> '''Big Poe Target Count''' - The number of Big Poes required can be selected manually with this slider.


This setting allows entry to the Water Temple with the Gold Scale to be considered. Since you cannot backtrack into Water Temple without Iron Boots, only the Spiritual Stone or Medallion obtained from defeating Morpha can be considered by logic either way; since you need the Water Temple Boss Key and Longshot to access Morpha normally, this means that this setting is only relevant in either keysanity or keysy relative to the locations of Boss Keys.
'''Note''': Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.


&nbsp;
<span style="color:green">(v7.0)</span> '''Easier Fire Arrow Entry''' - Enables '''Fire Arrow Entry Torch Count''' slider.


== Lens of Truth ==
<span style="color:green">(v7.0)</span> '''Fire Arrow Entry Torch Count''' - Select how many torches must be lit in order for the Shadow Temple door to open.


This setting alters the expectations about interacting with invisible objects without the Lens of Truth.
<span style="color:green">(v8.0)</span> '''Ruto Already at F1''' - Moves Ruto to the top floor immediately so Link does not have to carry her up from the basement of Jabu Jabu.


=== Required Everywhere ===
=== Misc ===


This setting requires the Lens of Truth to interact with any invisible object except for whatever was required in the original game to obtain the Lens of Truth.
<span style="color:green">(v3.0)</span> '''Randomize Ocarina Song Notes''' - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. ''In versions 3.0 through 6.2'', this setting was a toggle for all songs.
* '''Off''' - All songs retain their normal pattern.
* <span style="color:green">(v7.0)</span> '''Frog Songs Only''' - Only the top row of songs will have shuffled notes.
* <span style="color:green">(v7.0)</span> '''Warp Songs Only''' - Only the bottom row of songs will have shuffled notes.
* '''All Songs''' - All songs will have shuffled notes.


=== Wasteland and Chest Minigame ===


This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.
<span style="color:green">(v7.0)</span> '''Chest Appearance Matches Contents''' - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the ''Minor Items in Big/Gold Chests'' multiselect.
* '''Off''' - Chests retain their regular form.
* '''Texture''' - Chests containing major items, small keys, boss keys, skulltula tokens, and <span style="color:green">(v8.0)</span> heart pieces/containers are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.
* '''Both Size and Texture''' - Chests containing major items, small keys, boss keys, skulltula tokens, and <span style="color:green">(v8.0)</span> heart pieces/containers are all given unique textures. ''As of 8.2'', the specific textures desired can be enabled or disabled. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.
* '''Classic''' - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available ''in versions 3.0 through 6.2'' under the name '''Chest Size Matches Contents'''.
<br>''Warning:'' Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.


=== Only Chest Minigame ===
<span style="color:green">(v8.2)</span> '''Chest Textures''' - Available only when Chest Appearance Matches Contents is set to ''Texture'' or ''Both Size and Texture''. Textures can be individually enabled or disabled. When disabled, chests containing that type of item will display as the default brown texture.


This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.
<span style="color:green">(v7.0)</span> '''Stone of Agony Unlocks Textures''' - Available only when Chest Appearance Matches Contents is set to ''Texture''. This toggle causes chests to show as default brown until Stone of Agony is found.


&nbsp;
<span style="color:green">(v7.0)</span> '''Minor Items in Big/Gold Chests''' - This setting places deku shields, Hylian shields, and/or bombchus in major item style chests. ''Prior to v8.1'', this was a single toggle, rather than a multiselect.


&nbsp;
<span style="color:green">(v7.0)</span> '''Invisible Chests''' - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.


= Other =
<span style="color:green">(v7.0)</span> '''Pot, Crate, & Beehive Appearance Matches Contents''' - This setting changes pot and crate textures based on the item inside. ''In version 7.0'', this setting was called ''Pot & Crate Appearance Matches Contents''.
* '''Texture (Match Content)''' - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, those with gold skulltula tokens will have a spider web on them, and those with heart pieces/containers will have hearts on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.
* '''Texture (Unchecked)''' - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.


== Skip Tower Collapse Sequence ==


This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.
<span style="color:green">(v8.0)</span> '''Key Appearance Matches Dungeon''' - Changes the appearance of small keys and boss keys to be distinct based on the dungeon in both color and design.


&nbsp;
<span style="color:green">(v3.0)</span> '''Clearer Hints''' - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game. ''Prior to 8.1'', this did not clarify the hints for the


== Skip Interior Castle Guard Stealth Sequence ==
<span style="color:green">(v1.0)</span> '''Gossip Stones''' - This setting allows the playe.r to specify which item is required to interact with the Gossip Stones.
* <span style="color:green">(v3.0)</span> '''No Hints''' - Gossip Stones use vanilla behavior.
* <span style="color:green">(v3.0)</span> '''Hints; Need Mask of Truth''' - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only accessible later in the game.
* <span style="color:green">(v1.0)</span> '''Hints; Need Stone of Agony''' - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.
* <span style="color:green">(v3.0)</span> '''Hints; Need Nothing''' - Gossip Stones will share hints without any requirements.


This setting causes entering the crawlspace at Hyrule Castle to deposit the player directly into the Castle Courtyard, bypassing the guard evasion sequence.


&nbsp;
<span style="color:green">(v4.0)</span> '''Hint Distribution''' - This setting affects the number of useful hints available in the game.
* '''Balanced''' - Provides a mix of useless and useful hints. Hints will not be repeated.
* <span style="color:green">(v6.0)</span> '''Bingo''' - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].
* <span style="color:green">(v7.0)</span> '''Chaos!!!''' - Any hint type may appear in the game. Each hint will have only one copy.
* <span style="color:green">(v7.0)</span> '''Chaos!!! (no goal hints)''' - Any hint type may appear in the game except for goal hints. Each hint will have only one copy.
* <span style="color:green">(v6.1)</span> '''Co-op''' - The hints used for the Season 2 Co-op Tournament races.
* <span style="color:green">(v6.1)</span> '''DDR''' - Hints most often used for races using the [DDR] ruleset.
* <span style="color:green">(v7.0)</span> '''League S3''' - The hints used by the OoTR League season 3. ''In previous versions, this setting matched the current season.''
* <span style="color:green">(v7.0)</span> '''MW Season 3''' - The hints used for the Season 3 Multi-world Tournament races. ''In previous versions, this setting matched the current season.''
* <span style="color:green">(v6.0)</span> '''Scrubs''' - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.
* '''Strong''' - Has some duplicate hints and no junk hints.
* '''Tournament''' - The hints used for the OoTR Season 6 Tournament. ''In previous versions, this setting matched the distribution used for the tournament active during that version's time.''
* '''Useless''' - Has nothing but junk hints.
* '''Very Strong''' - Has only very useful hints.
* <span style="color:green">(v7.0)</span> '''Very Strong with Magic''' - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the "All Goals" option under '''Guarantee Reachable Locations'''.
* <span style="color:green">(v7.0)</span> '''Weekly''' -


== Skip Epona Race ==


This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.
For detailed information on hints, check [[Hints|our hints page]].


&nbsp;
<span style="color:green">(v7.0)</span> '''Misc. Hints''' - Select which hints not found on Gossip Stones are enabled.
* '''Temple of Time Altar''' - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon's boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when ''Maps and Compasses Give Information'' is enabled.
* '''Dampé's Diary (Hookshot)''' - Reading the diary in the gravekeeper's hut as adult will hint an area containing one of the hookshots.
* '''Ganondorf (Light Arrows)''' - When talking to Ganondorf he will state an area that contains Light Arrows.
* <span style="color:green">(v8.0)</span> '''Warp Songs and Owls''' - Changes the text of the warp songs' Yes/No text box to state where it will actually take Link when ''Randomize warp Song Destinations'' is enabled, and change Kaepora Geobora's dialogue to specify where he will take Link from each location. In versions 7.0 and 7.1, setting was called '''Warp Songs''' and did not include Kaepora Gaebora.
* <span style="color:cornflowerblue">(Multiple Similar Settings)</span> '''House of Skulltula: X''' - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.
* <span style="color:green">(v8.0)</span> '''Frogs Ocarina Game''' - The text that displays when Link stands on the log is changed to specify the item given for playing all top row songs and then playing the frog fly song.
* <span style="color:green">(v8.0)</span> '''Shuffled Mask Shop''' - When the mask shop is shuffled, the non-trade quest masks will display before completing the trade quests, but will remain unobtainable.
* <span style="color:green">(v8.0)</span> '''Unique Merchants''' - Characters that sell an item for the Shuffle Expensive Merchants setting and Shuffle Magic Beans setting will state the name of the item they sell.


== Fast Chest Cutscenes ==


This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.
<span style="color:green">(v3.0)</span> '''Text Shuffle''' - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.
* '''No Text Shuffled''' - Leave the text alone.
* '''Shuffled except Important Text''' - Shuffle all text other than the useful text giving the player information. ''In versions 3.0 through 6.2'', this setting was called '''Shuffled except Hints and Keys'''.
* '''All Text Shuffled''' - Shuffle all text even to the player’s mechanical disadvantage.


&nbsp;


== Random Big Poe Target Count ==
<span style="color:green">(v4.0)</span> '''Damage Multiplier''' - This setting changes the amount of damage taken.
* '''Half''' - Link takes 1/2 damage.
* '''Normal''' - Link takes regular damage.
* '''Double''' - Link takes 2x damage.
* '''Quadruple''' - Link takes 4x damage.
* '''OHKO''' - Link dies in one hit. Nayru's Love and fairies are considered by logic.


This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10. Alternatively, the number of Big Poes requires can be selected manually with the slider below. Note that Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.
''In version v3.0'', this was part of the '''Difficulty''' setting which mixed Item Pool and Damage Multiplier under the same setting.


&nbsp;
<span style="color:green">(v7.0)</span> '''Bonks Do Damage''' - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the ''Damage Multiplier'' setting.
* '''No Damage''' - Link will not be hurt by rolling into anything.
* '''Quarter Heart''' - Rolling into walls and objects will deal one quarter of a heart of damage.
* '''Half Heart''' - Rolling into walls and objects will deal half a heart of damage.
* '''Whole Heart''' - Rolling into walls and objects will deal one heart of damage.
* '''Two Hearts''' - Rolling into walls and objects will deal two hearts of damage.
* '''One Bonk KO''' - Rolling into walls and objects will instantly kill Link. If ''Shuffle Crates'' is enabled and glitchless logic used, crates will expect access to explosives, Nayru's Love, or a bottle to hold a fairy in order to break the crates.


== Start with Scarecrow’s Song ==


This flag causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. The box below can be used to specify the particular desired Scarecrow’s Song. This song must be exactly eight notes long and must contain at least two different notes.
<span style="color:green">(v6.0)</span> '''Hero Mode''' - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.


&nbsp;
<span style="color:green">(v4.0)</span> '''Starting Time Of Day''' - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.


== Randomize Ocarina Song Notes ==
<span style="color:green">(v7.0)</span> '''Blue Fire Arrows''' - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo's Cavern). ''As of version 7.1'', the item will be called blue fire arrows by hint and shop text as well.


This flag randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs.
<span style="color:green">(v7.0)</span> '''Fix Broken Drops''' - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.


&nbsp;
=== Item Pool ===
These settings allow the player to tweak the item pool.


== Chest Size Matches Contents ==
<span style="color:green">(v4.0)</span> '''Item Pool''' - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.
* <span style="color:green">(v7.0)</span> '''Ludicrous''' - Every randomized item will be a major item. As a result, this setting is incompatible with ''One Major Item per Dungeon''.
* '''Plentiful''' - Major items will have one more copy added to the item pool to make it easier to find them.
* '''Balanced''' - Leave the item pool alone.
* '''Scarce''' - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.
* '''Minimal''' - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.


This flag causes keys, Ice Traps, and items flagged as progression items to appear in large treasure chests while other items will be in small treasure chests. This means that players can choose to skip small treasure chests since they will only contain handy, not essential, items.
''In version v3.0'', this was part of the '''Difficulty''' setting which mixed Item Pool and Damage Multiplier under the same setting.


&nbsp;
<span style="color:green">(v4.0)</span> '''Ice Traps''' - This setting changes how many ice traps are placed throughout the game.
* '''No Ice Traps''' - All ice traps are removed. ''In versions 4.0 through 6.2''', this setting was called '''Off'''.
* '''Normal Ice Traps''' - Only ice traps from base pool are placed.  ''In versions 4.0 through 6.2''', this setting was called '''Normal'''.
* '''Extra Ice Traps''' - Chance to add extra ice traps when junk items are added to the item pool.
* '''Ice Trap Mayhem''' - All added junk items will be ice traps.
* '''Ice Trap Onslaught''' - All junk items will be ice traps, including ones in the base pool.


== Clearer Hints ==


This flag changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players who do not have English as their first language, but the hints will be less “fun” and less like the sorts of things that would be said in the original game.
<span style="color:green">(v5.2)</span> '''Ice Trap Appearance''' - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.
* '''Major Items Only''' - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).
* '''Junk Items Only''' - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).
* '''Anything''' - Ice Traps may appear as anything.


&nbsp;


== Gossip Stones ==
== Cosmetics ==
These options change graphical elements of various visuals in the game.


This flag changes the behavior of Gossip Stones to give hints to players. The hints will be distributed as such:
=== General Cosmetics ===


- If the required number of trials is 1-3, a hint will be added for each trial that must be done. If the required number of trials is 4 or 5, a hint will be added for each trial that can be skipped.
<span style="color:green">(v3.0)</span> '''Default Targeting Option''' - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.


- Hints will be added for every one of the “always” locations that is allowed to have a random possibly valuable item under the current settings. These hints will tell the player what item is at each of these locations. These locations are the rewards for 30, 40, and 50 Gold Skulltula Tokens, the item obtained from Biggoron by showing the Claim Check, the item obtained from the Big Poe vendor, both the song and the item slots at the Ocarina of Time, and the item obtained from showing the Mask of Truth at the Deku Theater.
<span style="color:green">(v4.0)</span> '''Display D-Pad HUD''' - Enable an additional HUD element to display the D-Pad once an item which can be controlled by the D-Pad is in Link's inventory.
* '''Off''' - The D-Pad will not be displayed.
* '''On the Right''' - The D-Pad will display just below the C buttons.
* <span style="color:green">(v8.0)</span> '''On the Left''' - The D-Pad will display below the hearts and magic meter.
''Prior to v8.0,'' this setting specified only whether the D-Pad HUD display should be shown and it was always on the right.


- Some hints will be given for items at a randomly selected number of other locations that are generally somewhat inconvenient to check. The total number of these hints will be either 11 or 12 minus the number of always hints placed. -3 or 4 hints will be given naming a specific non-dungeon specific item that can be found in a randomly chosen dungeon.
<span style="color:green">(v7.0)</span> '''Display D-Pad Dungeon Info''' - This setting enables separated menus for D-Pad directions left, down, and right, and displays the D-Pad HUD in the item menu to indicate what is viewable on each. Regardless of whether these menus are enabled or disabled, holding A on the item menu will still display the old style of the reference menu.


- 1 to 4 hints will be given naming a specific item found in a specific overworld region. Which part of this range is used is determined in part by how many trial hints are given.
<span style="color:green">(v6.0)</span> '''Item Model Colors Match Cosmetics''' - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.


- 4 to 6 hints will be given naming what region specific progression items other than Gold Skulltula Tokens can be found.
<span style="color:green">(v5.0)</span> '''Randomize All Cosmetics''' - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.


- 3 or 4 hints will be given naming specific regions that are “on the way of the hero” and thus contain at least one required progression item.
<span style="color:green">(v8.0)</span> '''Uninvert Y-Axis in First Person Camera''' - This setting switch the first person camera controls for up and down.


- All remaining hints (33 total unique Gossip Stones exist) will be filled with non-information junk hints.
<span style="color:green">(v8.2)</span> '''Input Viewer''' - This setting displays current button presses and analog stick tilt at the bottom of the screen. Useful for practicing precise tricks and glitches.


This setting allows the player to specify which item is required to interact with the Gossip Stones. The Stone of Agony is the default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones. The default Mask of Truth can be used, but this has the downside that the Mask of Truth can only be obtained with all Spiritual Stones which tends to make the hints not useful, and using the Mask of Truth requires being a child which is another big downside. There is also an option for the information to just be free for those wanting an easier mode.
=== Equipment ===
This changes the colors various equipment displays.


&nbsp;
<span style="color:green">(v2.0)</span> <span style="color:cornflowerblue">(Multiple Similar Settings)</span> '''Tunic Colors''' - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of <span style="color:green">(v5.2)</span> this also affects the color of the icon in the menu. Each tunic can be set individually.
*'''Most Colors''' - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [https://docs.google.com/spreadsheets/d/1p9faND81NAFhlsZJs_icfn93etGtTQU8Sex4VZm6cLI/edit?usp=sharing this Google Docs page].
*'''Random Choice''' - Choose a random color from the set of pre-made colors.
*'''Completely Random''' - Generate a random color with numerically random RGB values.
*'''Custom Color''' - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.
*'''Rainbow''' - The color will smoothly cycle through the entire range of hues.


== Text Shuffle ==


This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.
<span style="color:green">(v5.0)</span> '''Silver Gauntlets Color''' - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.


=== No Text Shuffled ===
<span style="color:green">(v5.0)</span> '''Gold Gauntlets Color''' - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.


Leave the text alone.
<span style="color:green">(v6.0)</span> '''Mirror Shield Frame Color''' - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.


=== Shuffled except Hints and Keys ===
=== UI Colors ===
<span style="color:green">(v5.0)</span> '''Heart Color''' - Sets the color of the hearts in the HUD. As of <span style="color:green">(v5.2)</span> this also affects the heart drops.


Shuffle all text other than the useful text giving the player information.
<span style="color:green">(v5.0)</span> '''Magic Color''' - Sets the color of the magic meter in the HUD. As of <span style="color:green">(v5.2)</span> this also affects the magic drops.


=== All Text Shuffled ===
<span style="color:green">(v6.0)</span> <span style="color:cornflowerblue">(Multiple Similar Settings)</span> '''Button Color''' - Sets the color the specified button(s) in the HUD.


Shuffle all text even to the player’s mechanical disadvantage.
=== Misc. Colors ===
''Section was named Navi Colors prior to version 6.0.''


&nbsp;
<span style="color:green">(v3.0)</span> <span style="color:cornflowerblue">(Multiple Similar Settings)</span> '''Navi''' - These settings determine Navi’s color in a variety of contexts. The lists of preset colors here is different, but the same types of options exist as for choosing tunic colors. <span style="color:green">(v5.0)</span> You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.


== Difficulty ==
<span style="color:green">(v6.0)</span> '''Bombchu Trail Inner''' & '''Outer''' - Sets the colors of the light trail behind a moving Bombchu.


This setting allows the player to tweak the item pool to make a somewhat harder experience.
<span style="color:green">(v6.0)</span> '''Boomerang Trail Inner''' & '''Outer''' - Sets the colors of the light trail behind a thrown boomerang.  


=== Normal ===
<span style="color:green">(v4.0)</span> '''Sword Trail Inner''' & '''Outer''' - Sets the colors of the sword trail displayed when swinging a sword. ''Prior to v6.0'', these settings were part of Equipment Colors.


Leave the item pool alone.
<span style="color:green">(v4.0)</span> '''Sword Trail Duration''' - Sets how long the sword trails should display when swinging a sword. ''Prior to v6.0'', this setting was part of '''Equipment Colors'''.


=== Hard ===
=== Player Models ===
<span style="color:green">(v7.0)</span> Replace Link's model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.
* <span style="color:green">(v7.0)</span> '''Adult Link Model''' - Replace the adult player model and items via a custom .zobj file.
* <span style="color:green">(v7.0)</span> '''Child Link Model''' - Replace the child player model and items via a custom .zobj file.


Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.


=== Very Hard ===
== SFX ==
Changes various audio cues in the game.


In addition to the items from Hard, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.
=== General ===


== Damage Multiplier ==
<span style="color:green">(v5.0)</span> '''Randomize All Sound Effects''' - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.


This setting changes the amount of damage taken.
<span style="color:green">(v7.1)</span> '''Disable Battle Music''' - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. ''In version 7.0'', this was under the General section.


=== Normal ===
<span style="color:green">(v8.0)</span> '''Speed Up Music For Last Triforce Piece''' - Background music plays faster when only one more Triforce Piece is needed to beat the game.


Link takes normal damage.
<span style="color:green">(v8.0)</span> '''Slow Down Music When Low HP''' - When Link has 1 heart or less remaining, the background music plays slower.


=== OHKO ===
=== Music ===


Link dies in one hit. Ice Traps are removed, and at least one Nayru’s Love is in the item pool.
<span style="color:green">(v4.0)</span> '''Background Music'''
*'''Normal''' - Do not alter the background music.
*'''No Music''' - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.
*'''Random''' - Background music is shuffled so that different tracks may play in different areas. This may be silly.
*'''Random (Custom Only)''' - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.


&nbsp;
<span style="color:green">(v8.2)</span> '''Display Custom Music Names'''
*'''Off''' - No additional display added.
*'''At the top of the screen''' - The track name of the custom background music track will always be visible in the top left of the screen.
*'''In pause screen only''' - The track name of the custom background music track will be displayed only while the pause menu is open.


= Cosmetics =
<span style="color:green">(v5.0)</span> '''Fanfares'''
*'''Normal''' - Do not alter the fanfares.
*'''No Fanfares''' - Disable fanfares. Sound effects will still play.
*'''Random''' - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the ''Ocarina Songs as Fanfares'' toggle.
*'''Random (Custom Only)''' - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.


== Background Music ==


=== Normal ===
<span style="color:green">(v5.1)</span> '''Ocarina Songs as Fanfares''' - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.


Do not alter the background music.
<span style="color:green">(v8.0)</span> '''Credits music as BGM''' - Adds the credits music to the background music pool when background music is shuffled.


=== No Music ===
=== Items ===


Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.
<span style="color:cornflowerblue">(Multiple Similar Settings)</span> These are the sound options available for most of the remaining SFX options.
*'''Particular Sounds''' - Select one of these sounds to know what sound the item will make. Specific sounds available differ between items. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.
*'''Random Choice''' - Play a random SFX from the list of choices.
*'''None''' - Disable this item from making any sound at all.  
*'''Completely Random''' - Play a random SFX from nearly the entire library of OoT's sound effects.
*<span style="color:green">(v4.0)</span> '''Random Ear-Safe''' - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.


=== Random ===
<span style="color:green">(v4.0)</span> '''Ocarina''' - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.


Background music is shuffled so that different tracks may play in different areas. This may be silly.
<span style="color:green">(v4.0)</span> '''Hover Boots''' - Select the sound which plays while walking on nothing with Hover Boots equipped. ''As of v8.0,'' the sound no longer repeats over itself and will instead complete fully before beginning again.


&nbsp;
<span style="color:green">(v8.0)</span> '''Boomerang Throw''' - Select the sound that plays when the boomerang is in the air.


== Kokiri Tunic Color ==
<span style="color:green">(v8.0)</span> '''Arrow Shot''' - Select the sound that plays when releasing a normal arrow.


This determines the color of Link’s default Kokiri Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu.
<span style="color:green">(v8.0)</span> '''Magic Arrow Shot''' - Select the sound that play when releasing fire, ice, or light arrows.


=== Most Colors ===
<span style="color:green">(v8.0)</span> '''Bombchu''' - Select the sound that plays when releasing a Bombchu.


Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen.
<span style="color:green">(v8.0)</span> '''Iron Boots''' - Select the sound that plays when walking in iron boots.


=== Random Choice ===
<span style="color:green">(v8.0)</span> '''Hookshot Chain''' - Select the sound that plays when the hookshot is extending and retracting.


Choose a random color from the set of pre-made colors.
<span style="color:green">(v8.0)</span> '''Slingshot Shot''' - Select the sound that plays when a the slingshot is fired.


=== Completely Random ===
<span style="color:green">(v8.0)</span> '''Bomb Explosion''' - Select the sound that plays when bombs explode.


Generate a random color with numerically random RGB values.
=== Voices ===


=== Custom Color ===
<span style="color:green">(v7.0)</span> '''Adult Voice''' - Choose from the default voice, a feminine voice, no sounds, or a random choice.


A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.
<span style="color:green">(v7.0)</span> '''Child Voice''' - Choose from the default voice, a feminine voice, no sounds, or a random choice.


&nbsp;
'''Navi Overworld''' - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.


== Goron Tunic Color ==
'''Navi Enemy''' - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.


This determines the color of Link’s Goron Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.
<span style="color:green">(v4.0)</span> '''Horse''' - Select the sound Epona makes.  


&nbsp;
<span style="color:green">(v8.0)</span> '''Cucco''' - Select the sound that cuccos make when picked up.


== Zora Tunic Color ==
=== Misc Sound Effects ===


This determines the color of Link’s Zora Tunic. This only affects the color when he’s wearing it, not the color of the icon in the menu or when holding it up after acquiring it. The options are identical to those for the Kokiri Tunic.
<span style="color:green">(v8.0)</span> '''Daybreak''' - Select the sound that plays when night switches to day.


&nbsp;
<span style="color:green">(v4.0)</span> '''Nightfall''' - Select the sound that plays when day switches to night.


== Low Health SFX ==
'''Menu Cursor''' - This setting changes the sound the menu cursor when moved.


This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.
'''Menu Select''' - This setting changes the sound the menu makes when you select an option.


=== Particular Sounds ===
<span style="color:green">(v2.0)</span> '''Low Health SFX''' - This determines which sound effect to play repeatedly when Link is very low on health.


Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.
<span style="color:green">(v8.0)</span> '''Silver Rupee Jingle''' - Select the sound that plays when collecting a silver rupee.


=== Random Choice ===
<span style="color:green">(v8.0)</span> '''Get Refill''' - Select the sound that plays when collecting a recovery heart, magic refill, or any type of ammo.


Play a random SFX from the list of choices.
=== Custom Music and Fanfares ===
<span style="color:green">(v5.0)</span> You can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.


=== None ===
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You'll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.


Disable low health heart beeps altogether.
Place your AudioSeq files in the <code>data/Music</code> folder with the <code>.ootrs</code> extension.


&nbsp;
On the website, you can select a single folder to randomize in through the file picker or drag multiple directories onto the custom music field.


== Navi Color ==
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.


These options can be used to set Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors.
=== Custom Voices ===
<span style="color:green">(v7.0)</span> Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.


&nbsp;
== Command Line Options ==


== Navi Hint ==
Run with ootrandomizer.py:


This option sets the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.
&nbsp;
== Navi Enemy Target ==
This option sets the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.
&nbsp;
= Command Line Options =
<pre>-h, --help</pre>
<pre>-h, --help</pre>


Show the help message and exit.
Show the help message and exit.
<pre>--check_version</pre>
<pre>--gui</pre>
 
Launch the GUI
<pre>--loglevel [{error,info,warning,debug}]</pre>


Check for the latest version number online (default: False)
Select level of logging for output. (default: info)
<pre>--checked_version CHECKED_VERSION</pre>
<pre>--settings_string SETTINGS_STRING</pre>


Check for the specified version number instead of a number from online.
Enter a settings string that will encode and override most individual settings.
<pre>--rom ROM</pre>
<pre>--convert_settings</pre>


Path to a The Legend of Zelda: Ocarina of Time NTSC-US v1.0 ROM. (default: ZOOTDEC.z64)
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.
<pre>--output_dir OUTPUT_DIR</pre>
<pre>--settings SETTINGS</pre>


Path to output directory for rom generation.
Use the specified settings file to use for generation
<pre>--seed SEED</pre>
<pre>--seed SEED</pre>


Define seed number to generate. (default: None)
Define seed number to generate. (default: None)
<pre>--count COUNT</pre>
<pre>--no_log</pre>


Set the count option (default: None)
Supresses the generation of a log file.
<pre>--world_count WORLD_COUNT</pre>
<pre>--output_settings</pre>


Use to create a multi-world generation for co-op seeds. World count is the number of players. Warning: Increasing the world count will drastically increase generation time. (default: 1)
Always outputs a settings.json file even when spoiler is enabled.
<pre>--player_num PLAYER_NUM</pre>


Use to select world to generate when there are multiple worlds. (default: 1)
== Plando Exclusive Features ==
<pre>--create_spoiler</pre>


Output a Spoiler File (default: False)
<span style="color:green">(v6.1)</span>'''LACS Condition''' - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:
<pre>--compress_rom [{True,False,None}]</pre>
*Medallions
*Stones
*Dungeons
*Tokens


Create a compressed version of the output rom file. True: Compresses. Improves stability. Will take longer to generate False: Uncompressed. Unstable on emulator. Faster generation None: No ROM Output. Creates spoiler log only (default: True)
<span style="color:green">(v8.2)</span>'''password_lock''' - Requires a password to be inputted in order to start a seed. It will consist of 6 button presses (A and C buttons) which can be found near the top of the spoiler log.
<pre>--open_forest</pre>


Set whether Kokiri children obstruct your path at the beginning of the game. (default: False)
== Removed or Replaced Features ==
<pre>--open_kakariko</pre>
<span style="color:green">(v2.0)</span> <span style="color:red">Removed in 3.0</span> '''Skip most of Ganon's Castle''' - Disables all trials in Ganon's Castle, removes the lock on the boss door in Ganon's Castle, and skips the escape sequence after beating Ganondorf.


The gate in Kakariko Village to Death Mountain Trail is always open, instead of needing Zelda’s Letter. (default: False)
Replaced by separating it into Ganon's Trials Count, Remove Ganon's Boss Key, and Skip Tower Collapse Escape Sequence options.
<pre>--open_door_of_time</pre>


Set whether the Door of Time is open from the beginning of the game. (default: False)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 4.0</span> '''Difficulty''' - Makes health less available and ammo expansions.
<pre>--gerudo_fortress [{normal,fast,open}]</pre>


Select how much of Gerudo Fortress is required. (default: normal)
Replaced by separate Item Pool and Damage Multiplier options.
<pre>--bridge [{medallions,vanilla,dungeons,open}]</pre>


Select the condition to spawn the Rainbow Bridge to Ganon’s Castle. (default: medallions)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 5.0</span> <span style="color:green">Reinstated in v6.0</span> '''Open Kakariko Gate''' - The gate from Kakariko Village to Death Mountain Trail is always open.
<pre>--all_reachable</pre>


Enables the “Only Ensure Seed Beatable” option (default: False)
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven't delivered Zelda's letter to the guard first), and leaves it open for both Child and Adult.
<pre>--all_reachable</pre>


Enables the “Only Ensure Seed Beatable” option (default: False)
When this bug was fixed for rando, the result was the setting for Open Kakariko Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.
<pre>--bombchus_in_logic</pre>


Changes how the logic considers Bombchus and other Bombchu related mechanics (default: False)
<span style="color:green">(v4.0)</span> <span style="color:red">Removed in 5.2</span> '''Start With Fast Travel''' - Start the game with Prelude of Light, Serenade of Water, and Farore's Wind. Two song locations will give items instead of Prelude and Serenade.
<pre>--one_item_per_dungeon</pre>


Each dungeon will have exactly one major item. (default: False)
Replaced by the Starting Items tab.
<pre>--trials_random</pre>


Sets the number of trials that must be cleared in Ganon’s Castle to a random value (default: False)
<span style="color:green">(v4.0)</span> <span style="color:red">Removed in 5.2</span> '''Start With Tycoon's Wallet''' - Start the game with the largest wallet which can hold 999 rupees.
<pre>--trials [{0,1,2,3,4,5,6}]</pre>


Sets the number of trials that must be cleared in Ganon’s Castle (default: 6)
Replaced by the Starting Items tab.
<pre>--no_escape_sequence</pre>


Removes the tower collapse sequence after defeating Ganondorf (default: False)
<span style="color:green">(v4.0)</span> <span style="color:red">Removed in 5.2</span> '''Start With Deku Equipment''' - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.
<pre>--no_guard_stealth</pre>


Removes the guard evasion sequence in Hyrule Castle (default: False)
Replaced by the Starting Items tab and the Start with Consumables option.
<pre>--no_epona_race</pre>


Removes the need to race Ingo to acquire Epona (default: False)
<span style="color:green">(v5.0)</span> <span style="color:red">Removed in 6.0</span> '''Entrance Shuffle''' - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.
<pre>--fast_chests</pre>
* '''Dungeons Only''' - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon's Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.
* '''Simple Indoors''' - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).
* '''All Indoors''' - Extended version of 'Simple Indoors' with some extra entrances: Adult Potion Shop, Windmill, Link's House, Temple of Time and Dampe's Grave.
* '''All Indoors & Overworld''' - Same as 'All Indoors' but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.


Causes all chests to open with a fast animation (default: False)
<pre>--big_poe_count_random</pre>


Sets the number of Big Poes that must be sold to the vendor for an item to a random value (default: False)
Replaced by seven independent settings.
<pre>--big_poe_count [{1,2,3,4,5,6,7,8,9,10}]</pre>


Sets the number of Big Poes that must be sold to the vendor for an item (default: 10)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 6.0</span> '''Shuffle Songs with Items''' - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.
<pre>--free_scarecrow</pre>


Start the game with the Scarecrow’s Song activated and Pierre possible for the adult to summon (default: False)
Replaced by Shuffle Songs options.
<pre>--scarecrow_song [SCARECROW_SONG]</pre>


Set Scarecrow’s Song if –free_scarecrow is used. Valid notes: A, U, L, R, D (default: DAAAAAAA)
<span style="color:green">(v5.1)</span> <span style="color:red">Removed in 6.0</span> '''Skip First Dampe Race''' - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.
<pre>--shuffle_kokiri_sword</pre>


Include the Kokiri Sword as a randomized item (default: False)
Replaced by the Skip Some Minigame Phases option.
<pre>--shuffle_weird_egg</pre>


Include the Weird Egg as a randomized item (default: False)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 6.0</span> '''Lens of Truth''' - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.
<pre>--shuffle_ocarinas</pre>
* '''Required Everywhere''' - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).
* '''Wasteland and Chest Minigame''' - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.
* '''Only Chest Minigame''' - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.


Include the two ocarinas as randomized items (default: False)
Replaced by separated tricks for each area requiring Lens of Truth.
<pre>--shuffle_song_items</pre>


Treat the ocarina songs as normal items and shuffle them into the general item pool (default: False)
<span style="color:green">(v1.0)</span> <span style="color:red">Removed in 6.1</span> '''All Locations Reachable''' - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.
<pre>--shuffle_gerudo_card</pre>


Include the Gerudo Card to access Gerudo Training Grounds as a randomized item (default: False)
Replaced by the Guarantee Reachable Locations option.
<pre>--shuffle_scrubs [{off,low,regular,random}]</pre>


Include all Deku Scrub Salesmen as randomized item and determine their prices (default: off)
'''Ganon's Boss Key''' Option: <span style="color:red">Removed in 6.1</span>
<pre>--shopsanity [{off,0,1,2,3,4,random}]</pre>
* <span style="color:green">(v5.0)</span> '''On LACS''' - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (''Note that these sliders are not randomized by the '''Randomize Main Rules''' setting''):
** '''Vanilla''' - Shadow and Spirit Medallions.
** '''Stones''' - A number of Spiritual Stones, as specified by the slider. ''In v5.0'', this setting required all 3 Stones.
** '''Medallions''' - A number of Medallions, as specified by the slider. ''In v5.0'', this setting required all 36 Medallions.
** '''Dungeons''' - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. ''In v5.0'', this setting required all Stones and Medallions.
** <span style="color:green">(v6.0)</span> '''Tokens''' - A number of Gold Skulltula Tokens, as specified by the slider.


Randomize shop items and add the chosen number of items from the general item pool to shop inventories (default: off)
Replaced by individual settings not tied to the light arrow cutscene.
<pre>--shuffle_mapcompass [{remove,startwith,dungeon,keysanity}]</pre>


Choose the locations Maps and Compasses can be found (default: dungeon)
<pre>--shuffle_smallkeys [{remove,dungeon,keysanity}]</pre>


Choose the locations Small Keys can be found (default: dungeon)
'''Output Type''' Option: <span style="color:red">Removed in 7.0</span>
<pre>--shuffle_bosskeys [{remove,dungeon,keysanity}]</pre>
* '''No Output''' - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.<!--
--><p>''In versions v1.0 and 2.0'', this was named '''Do not create patched ROM'''.</p>
Rendered obsolete by the option change from radio buttons to toggles.


Choose the locations Boss Keys can be found (default: dungeon)
<pre>--enhance_map_compass</pre>


Change the functionality of the Map and Compass to give information about their dungeons. The Temple of Time Altar will no longer provide any dungeon information. (default: False)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 7.0</span> '''Random Number of MQ Dungeons''' - If set, a random number of dungeons will have Master Quest designs.
<pre>--unlocked_ganondorf</pre>
''In version v3.0'', this setting was the '''Mixed''' option for '''Dungeon Quest'''.


Remove the Boss Key door leading to Ganondorf (default: False)
<span style="color:green">(v4.0)</span> <span style="color:red">Removed in 7.0</span> '''MQ Dungeon Count''' - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.
<pre>--tokensanity [{off,dungeons,all}]</pre>


Include the chosen Gold Skulltula Token locations in the item shuffle (default: off)
Replaced by the MQ Dungeons Mode options.
<pre>--mq_dungeons_random</pre>


Sets the number of Master Quest dungeons to a random value (default: False)
<pre>--mq_dungeons [{0,1,2,3,4,5,6,7,8,9,10,11,12}]</pre>


Sets the number of Master Quest dungeons (default: 0)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 7.0</span> '''Shuffle Weird Egg''' - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.
<pre>--logic_skulltulas [{0,10,20,30,40,50}]</pre>


Choose the maximum number of Gold Skulltula Tokens that could be required (default: 50)
<span style="color:green">(v6.0)</span> <span style="color:red">Removed in 7.0</span> '''Skip Child Zelda''' - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda's Letter and the song from Impa at the start of the game. Depending on the '''Kakariko Gate''' and '''Complete Mask Quest''' settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with '''Shuffle Weird Egg''' and '''Skip Child Stealth''' since those segments are entirely skipped.
<pre>--logic_no_night_tokens_without_suns_song</pre>


Change logic to expect Sun’s Song to defeat nighttime Gold Skulltulas (default: False)
Replaced by the Shuffle Child Trade Item option.
<pre>--logic_no_big_poes</pre>


Prevent the Big Poe vendor from having a required item (default: False)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 7.0</span> '''Chest Size Matches Contents''' - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.
<pre>--logic_no_child_fishing</pre>
<br>''Warning:'' Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.


Prevent the prize from fishing as a child from being a required item (default: False)
Replaced by Chest Appearance Matches Contents.
<pre>--logic_no_adult_fishing</pre>


Prevent the prize from fishing as an adult from being a required item (default: False)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 7.0</span> '''Adult Trade Sequence''' - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.
<pre>--logic_no_trade_skull_mask</pre>


Prevent the item obtained by showing the Skull Mask at the Deku Theater from being a required item (default: False)
Replaced by Adult Trade Sequence Items.
<pre>--logic_no_trade_mask_of_truth</pre>


Prevent the item obtained by showing the Mask of Truth at the Deku Theater from being a required item (default: False)
<span style="color:green">(v3.0)</span> <span style="color:red">Removed in 8.0</span> '''Bombchus Are Considered in Logic''' - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.
<pre>--logic_no_1500_archery</pre>


Prevent the item obtained by scoring 1500 points at horseback archery from being a required item (default: False)
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).
<pre>--logic_no_memory_game</pre>


Prevent the item obtained by completing the ocarina memory game in the Lost Woods from being a required item (default: False)
Replaced by Add Bombchu Bag and Drops.
<pre>--logic_no_second_dampe_race</pre>


Prevent the prize won by finishing the second Dampe race in under 1 minute from being a required item (default: False)
<span style="color:green">(v7.0)</span> <span style="color:red">Removed in 8.0</span> '''Shuffle Child Trade Item''' - Changes the beginning item for the child trade quest and how it is obtained.
<pre>--logic_no_trade_biggoron</pre>
* '''Vanilla Locations''' - Malon will have the Weird Egg and the trade quest will proceed as normal.
 
* '''Shuffle Weird Egg''' - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.
Prevent the item obtained by showing the Claim Check to Biggoron from being a required item (default: False)
* '''Skip Child Zelda''' - Game will begin with Zelda's Letter in the inventory and Malon will have returned to the ranch.
<pre>--logic_earliest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]</pre>
 
Set the earliest item in the adult trade sequence that can be found in the item pool (default: pocket_egg)
<pre>--logic_latest_adult_trade [{pocket_egg,pocket_cucco,cojiro,odd_mushroom,poachers_saw,broken_sword,prescription,eyeball_frog,eyedrops,claim_check}]</pre>
 
Set the latest item in the adult trade sequence that can be found in the item pool (default: claim_check)
<pre>--logic_tricks</pre>
 
Enable the logic to consider a large number of minor tricks (default: False)
<pre>--logic_man_on_roof</pre>
 
Enable the logic to consider the trick to reach the man on the roof in Kakariko Village with a sidehop from the tower (default: False)
<pre>--logic_child_deadhand</pre>
 
Enable the logic to consider the child defeating Deadhand with only Deku Sticks (default: False)
<pre>--logic_dc_jump</pre>
 
Enable the logic to consider the trick to bypass the second Lizalfos fight room in Dodongo’s Cavern as an adult with a simple jump (default: False)
<pre>--logic_windmill_poh</pre>
 
Enable the logic to consider the trick to reach the Piece of Heart in the windmill as an adult with nothing (default: False)
<pre>--logic_crater_bean_poh_with_hovers</pre>
 
Enable the logic to consider the trick to reach the Piece of Heart on the volcano in Death Mountain Crater with Hover Boots (default: False)
<pre>--logic_zora_with_cucco</pre>
 
Enable the logic to consider the trick to enter Zora’s Domain as a child using a Cucco instead of playing Zelda’s Lullaby (default: False)
<pre>--logic_zora_with_hovers</pre>
 
Enable the logic to consider the trick to enter Zora’s Domain as an adult using Hover Boots instead of playing Zelda’s Lullaby (default: False)
<pre>--logic_fewer_tunic_requirements</pre>
 
Reduce the number of locations for which the logic expects a tunic upgrade (default: False)
<pre>--logic_morpha_with_scale</pre>
 
Allows entering Water Temple and beating Morpha with Gold Scale instead of Iron Boots. The Longshot and Boss Key are still required to reach the boss. This means that this option is only relevant in keysanity or keysy. (default: False)
<pre>--logic_lens [{chest,chest-wasteland,all}]</pre>
 
Set which hidden objects the logic expects the Lens of Truth to be used on (default: all)
<pre>--ocarina_songs</pre>
 
Randomize the particular notes that must be played for each of the 12 standard ocarina songs (default: False)
<pre>--correct_chest_sizes</pre>
 
Set chest sizes based on contents (default: False)
<pre>--clearer_hints</pre>
 
Reword hints to be incredibly direct (default: False)
<pre>--hints [{none,mask,agony,always}]</pre>
 
Enable hints from Gossip Stones and select the condition to read them (default: agony)
<pre>--text_shuffle [{none,except_hints,complete}]</pre>
 
Shuffle the chosen text randomly (default: none)
<pre>--difficulty [{normal,hard,very_hard}]</pre>
 
Alter the item pool to increase difficulty. (default: normal)
<pre>--damage_multiplier [{normal,ohko}]</pre>
 
Alters the amount of damage taken. The ohko option causes Link to die in one hit. (default: normal)
<pre>--default_targeting [{hold,switch}]</pre>
 
Set the default Z-targeting setting. It can still be changed in the game’s options menu. (default: hold)
<pre>--background_music [{normal,off,random}]</pre>
 
Choose whether the game’s background music will be left alone, disabled, or shuffled randomly. (default: normal)
<pre>--kokiricolor [{'Random Choice', 'Completely Random', 'Kokiri Green', 'Goron Red', 'Zora Blue', 'Black', 'White', 'Azure Blue', 'Vivid Cyan', 'Light Red', 'Fuchsia', 'Purple', 'MM Purple', 'Twitch Purple', 'Purple Heart', 'Persian Rose', 'Dirty Yellow', 'Blush Pink', 'Hot Pink', 'Rose Pink', 'Orange', 'Gray', 'Gold', 'Silver', 'Beige', 'Teal', 'Blood Red', 'Blood Orange', 'Royal Blue', 'Sonic Blue', 'NES Green', 'Dark Green', 'Lumen'}]</pre>
 
Select the color of Link’s Kokiri Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Kokiri Green)
<pre>--goroncolor [{'Random Choice', 'Completely Random', 'Kokiri Green', 'Goron Red', 'Zora Blue', 'Black', 'White', 'Azure Blue', 'Vivid Cyan', 'Light Red', 'Fuchsia', 'Purple', 'MM Purple', 'Twitch Purple', 'Purple Heart', 'Persian Rose', 'Dirty Yellow', 'Blush Pink', 'Hot Pink', 'Rose Pink', 'Orange', 'Gray', 'Gold', 'Silver', 'Beige', 'Teal', 'Blood Red', 'Blood Orange', 'Royal Blue', 'Sonic Blue', 'NES Green', 'Dark Green', 'Lumen'}]</pre>
 
Select the color of Link’s Goron Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Goron Red)
<pre>--zoracolor [{'Random Choice', 'Completely Random', 'Kokiri Green', 'Goron Red', 'Zora Blue', 'Black', 'White', 'Azure Blue', 'Vivid Cyan', 'Light Red', 'Fuchsia', 'Purple', 'MM Purple', 'Twitch Purple', 'Purple Heart', 'Persian Rose', 'Dirty Yellow', 'Blush Pink', 'Hot Pink', 'Rose Pink', 'Orange', 'Gray', 'Gold', 'Silver', 'Beige', 'Teal', 'Blood Red', 'Blood Orange', 'Royal Blue', 'Sonic Blue', 'NES Green', 'Dark Green', 'Lumen'}]</pre>
 
Select the color of Link’s Zora Tunic. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Zora Blue)
<pre>--navicolordefault [{'Random Choice', 'Completely Random', 'Gold', 'White', 'Green', 'Light Blue', 'Yellow', 'Red', 'Magenta', 'Black', 'Tatl', 'Tael', 'Fi', 'Ciela', 'Epona', 'Ezlo', 'King of Red Lions', 'Linebeck', 'Loftwing', 'Midna', 'Phantom Zelda'}]</pre>
 
Select the color of Navi in idle. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: White)
<pre>--navicolorenemy [{'Random Choice', 'Completely Random', 'Gold', 'White', 'Green', 'Light Blue', 'Yellow', 'Red', 'Magenta', 'Black', 'Tatl', 'Tael', 'Fi', 'Ciela', 'Epona', 'Ezlo', 'King of Red Lions', 'Linebeck', 'Loftwing', 'Midna', 'Phantom Zelda'}]</pre>
 
Select the color of Navi when she is targeting an enemy. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Yellow)
<pre>--navicolornpc [{'Random Choice', 'Completely Random', 'Gold', 'White', 'Green', 'Light Blue', 'Yellow', 'Red', 'Magenta', 'Black', 'Tatl', 'Tael', 'Fi', 'Ciela', 'Epona', 'Ezlo', 'King of Red Lions', 'Linebeck', 'Loftwing', 'Midna', 'Phantom Zelda'}]</pre>
 
Select the color of Navi when she is targeting an NPC. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Light Blue)
<pre>--navicolorprop [{'Random Choice', 'Completely Random', 'Gold', 'White', 'Green', 'Light Blue', 'Yellow', 'Red', 'Magenta', 'Black', 'Tatl', 'Tael', 'Fi', 'Ciela', 'Epona', 'Ezlo', 'King of Red Lions', 'Linebeck', 'Loftwing', 'Midna', 'Phantom Zelda'}]</pre>
 
Select the color of Navi when she is targeting a prop. Can also set Custom (#RRGGBB) using hexadecimal RGB values to set a custom color. (default: Green)
<pre>--navisfxoverworld [{'Default', 'Random Choice', 'None', 'Cluck', 'Rupee', 'Softer Beep', 'Recovery Heart', 'Timer', 'Low Health', 'Notification', 'Tambourine', 'Carrot Refill', 'Zelda - Gasp', 'Mweep!', 'Ice Break', 'Explosion', 'Crate', 'Great Fairy', 'Moo', 'Bark', 'Ribbit', 'Broken Pot', 'Cockadoodledoo', 'Epona', 'Gold Skulltula', 'Redead', 'Poe', 'Ruto', 'Howl', 'Business Scrub', 'Guay', &quot;H'lo!&quot;}]</pre>
 
Select the sound effect that plays when Navi wishes to speak with the player. (default: Default)
<pre>--navisfxenemytarget [{'Default', 'Random Choice', 'None', 'Cluck', 'Rupee', 'Softer Beep', 'Recovery Heart', 'Timer', 'Low Health', 'Notification', 'Tambourine', 'Carrot Refill', 'Zelda - Gasp', 'Mweep!', 'Ice Break', 'Explosion', 'Crate', 'Great Fairy', 'Moo', 'Bark', 'Ribbit', 'Broken Pot', 'Cockadoodledoo', 'Epona', 'Gold Skulltula', 'Redead', 'Poe', 'Ruto', 'Howl', 'Business Scrub', 'Guay', &quot;H'lo!&quot;}]</pre>
 
Select the sound effect that plays when Navi targets an enemy. (default: Default)
<pre>--healthSFX [{'Default', 'Random Choice', 'None', 'Cluck', 'Softer Beep', 'Recovery Heart', 'Timer', 'Notification', 'Tambourine', 'Carrot Refill', 'Navi - Random', 'Navi - Hey!', 'Zelda - Gasp', 'Mweep!', 'Iron Boots', 'Hammer', 'Sword Bounce', 'Bow', 'Gallop', 'Drawbridge', 'Switch', 'Bomb Bounce', 'Bark', 'Ribbit', 'Broken Pot', 'Business Scrub', 'Guay', 'Bongo Bongo'}]</pre>
 
Select the sound effect that loops at low health. (default: Default)
<pre>--gui</pre>
 
Open the graphical user interface. Preloads selections with set command line parameters.
<pre>--loglevel [{error,info,warning,debug}]</pre>
 
Select level of logging for output. (default: info)
<pre>--settings_string SETTINGS_STRING</pre>
 
Enter a settings string that will encode and override most individual settings.


&nbsp;
Replaced by Shuffled Child Trade Sequence Items.

Latest revision as of 19:21, 29 September 2024

The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!

Release Notes and Changelogs for the latest release versions can be found here.

Description

This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.

The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.

Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the "A" button on the C-Item Menu.

As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl's interjections; to that person, I'm sorry I guess?

Getting Stuck

With a game the size of Ocarina of Time, it's quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out the Logic page which contains a list of what items are required to access various areas of the game.

Known issues

Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.

  • The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State & then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset).
  • Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC's that give you an Item.
  • Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don't do that.
  • This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like "empty bomb" can be disadvantageous to the player.


We have compiled a list of known softlocks and crashes.

Generation Options

These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.

Generate New Seed

(v3.0) Settings String - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.

(v1.0) Seed - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.

Generate From Patch File

(v4.0) Patch File - Patch files are used to send the patched data to other people without sending the ROM file. On the website v3.0 had it's own format for patch files. Those files are not valid for this option.

(v3.0 web, v4.0 local) Override Original Cosmetics - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. On the website this was previously called Enable Custom Settings in v3.0, Override Cosmetics in v4.0, and Update Cosmetics in v5.0. On local version v4.0 it became the forced default option.

ROM Options

This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs.

In versions 1.0 and 2.0, this tab was named Randomize.

General

(v1.0) Base Rom - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. On the website this is found on the seed patching page after generating a seed, or when using a patch file with the "Generate From File" option.

(v1.0) (Local only) Output Directory - Specify where the output ROM will be saved on your device. On the website the new randomizer ROM is presented as a file download. Your browser settings dictate this file's destination.

(v5.1) Enable Plandomizer (Advanced) - Activates the Plandomizer File file input box, and uses the file there to set "pre-planned" settings and item locations. For more information, see Plandomizer.

(v5.0) Plandomizer File - Specify the JSON distribution file to use as a plandomizer file.

(v6.0) Enable Cosmetic Plandomizer (Advanced) - Activates the Cosmetic Plandomizer File input box, and uses the file there to set "pre-planned" cosmetics and sound effects. Note this option will be greyed out if No Output is selected. On the website this is also found on the seed patching page after generating a seed.

(v6.0) Cosmetic Plandomizer File - Specify the JSON distribution file to use as a cosmetic plandomizer file.

(v1.0) (Local only) Generation Count - Specify how many ROMs in sequence to generate. In versions prior to 3.0 it is referred to as simply Count. On the website this is set to 1 and cannot be changed.

(v1.0) Create Spoiler Log - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.

(v4.0) (Local only) Create Cosmetics Log - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. On the website this is always generated and available on the seed patcher page after generating the seed.

(v1.0) (Local only) Output Types - Indicate the format of the output ROM. On the website only the compressed option is available.

  • (v4.0) .zpf (Patch File) - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.

    In versions 4.0 through 6.2, this option was called Patch Files.

  • .z64 (N64/Emulator) - Generally recommended for most users.

    In versions 1.0 and 2.0, this was a checkbox named Compress patched ROM.In versions 3.0 through 6.2, this was called Compressed.

  • (v7.0) .wad (Wii VC) - Creates the game file used by Wii VC and the Dolphin emulator.
  • Uncompressed ROM (Development) - All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.

    In version prior to 7.0, this was called Uncompressed.

(v7.0) Show Seed Info on File Screen - Enables the text box for User-Configurable Message.

(v7.0) User-Configurable Message - Anything typed here will display on the file select screen of the game. Useful for plando'd seeds intended to be shared with friends and in race settings to ensure all players have the same seed at a glance.

(v1.0) (Local only) Open Output Directory - Opens the directory set as the Output Directory with the computer's file manager. If not set, it opens the Randomizer's default Output directory. If the default directory does not yet exist, it is created. In versions v3.0 and v4.0, this button was not present. It was restored in v5.0.

(v5.1) (Local only) Open App Directory - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.

Multi-World Generation

(v3.0) This option allows the generation of multiple words for use in co-op play. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op

  • Player Count - Specify how many players will be participating in this co-op playthrough. On the website this is limited to a maximum of 4.
  • Player ID - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. On the website, this is selected after generation on the seed patch page, or when using a patch file using the "Generate From File" option.

Settings Presets

(v4.0) Adjusts all settings to those previously defined within the chosen Preset.

  • Load - Overwrites all settings that affect the seed.
  • Save - Saves all current settings that affect the seed as a new custom preset. If an existing custom preset is chosen from the drop-down, it's settings will be overwritten. Cannot overwrite system included Presets.
  • Remove - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.

Main Rules

These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.

(v5.0) Randomize Main Rule Settings - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons. In versions 8.0 and 8.1, Treasure Chest Game key and Silver Rupee options were also excluded.

(v4.0) Logic Rules - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.

  • Glitchless - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.
  • (v5.0) Glitched - Movement-oriented glitches are likely required. No locations excluded.
  • No Logic - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.

Open

These rules dictate how "open" the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.

(v1.0) Forest - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.

  • Open Forest - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest.
  • (v5.0) Closed Deku - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.
  • Closed Forest - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them. (Some Entrance Randomizer settings may change this to function as Closed Deku instead during generation. Shuffle Boss Entrances, however, is compatible with Closed Forest as of v8.0.)


(v6.0) Kakariko Gate - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.

  • Open Gate - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda's Letter is obtained. There is no need to show Zelda's Letter to the guard with this setting.
  • Zelda's Letter Open Gate - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda's Letter is obtained. There is no need to show Zelda's Letter to the guard with this setting.
  • Closed Gate - Both the gate and the Happy Mask Shop are closed until Zelda's Letter is shown to the guard in Kakariko.


Open Door of Time - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora's River, or for other such uses.

If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.

(v4.0) Zora's Fountain - Choose how King Zora behaves.

  • Default Behavior (Closed) - King Zora obstructs the way to Zora's Fountain. Ruto's Letter must be shown as child in order to move him for both eras.
  • (v5.2) Open For Adult - King Zora is always moved in the adult era. This means Ruto's Letter is only required to access Zora's Fountain as child.
  • Always Open - King Zora starts as moved in both the child and adult eras. This also removes Ruto's Letter from the pool since it can't be used.


(v3.0) Gerudo Fortress - Choose how many carpenters must be saved.

  • Default Behavior - All four carpenters must be rescued before the bridge is built.
  • Rescue One Carpenter - Only the bottom left carpenter must be rescued.
  • Open Gerudo Fortress - The carpenters are rescued the start of the game, and if 'Shuffle Gerudo Card' is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.
    In versions v3.0 and v4.0, this was named Start with Gerudo Card. This was before the Gerudo card prevented the guards from throwing Link in jail.

(7.0) Dungeon Boss Shortcuts Mode - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.

  • Off - Retains vanilla function.
  • Specific Dungeons - Makes the Dungeon Boss Shortcuts drop-down visible to select which dungeons should have the open path.
  • All Dungeons - All dungeons will have their paths to the bosses open.
  • Random Dungeons - The generator will open the boss shortcuts for a random number of dungeons.


(7.0) Dungeon Boss Shortcuts - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.

(v1.0) Rainbow Bridge Requirement - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.

  • Always Open - The rainbow bridge is always present.
  • Vanilla Requirements - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.
  • All Medallions - All six of the medallions are required to open Ganon's Castle.
  • All Dungeons - All medallions and spiritual stones must be in the player’s possession to open Ganon's Castle.
  • (v4.0) All Spiritual Stones - All three of the spiritual stones are required to open Ganon's Castle.
  • (v4.0) Gold Skulltula Tokens - A configurable number of the gold skulltulas are required to open Ganon's Castle. A slider appears below this setting when this option is chosen.
  • (v7.0) Hearts - A configurable number of maximum hearts are required to open Ganon's Castle. A slider appears below this setting when this option is chosen.
  • (v6.1) Random - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon's Castle.


(v5.1) Skulltulas Required for Bridge - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.

(v7.0) Hearts Required for Bridge - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.

(v3.0) Random Number of Ganon’s Trials - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.

(v3.0) Ganon's Trials Count - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).

In version v2.0, this was part of an option named Skip most of Ganon's Castle which set the value to 0.

World

These rules affect the fundamentals for how the world works.

(v5.0) Starting Age - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.

  • Child - Start as child Link in Link's house.
  • Adult - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.
  • Random - Randomly selects Link’s starting age.


(v7.0) MQ Dungeon Mode - Choose which style of dungeon will be used.

  • Vanilla - All dungeons will be in their ordinary configuration.
  • Master Quest - All dungeons will be in their Master Quest configuration.
  • Specific Dungeons - Select which dungeons will be in their Master Quest configuration. Enables the MQ Dungeons drop-down.
  • Count - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.
  • Completely Random - The configuration will be assigned randomly for each dungeon.


(v7.0) MQ Dungeons - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.

(v7.0) Pre-completed Dungeons Mode - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. If song shuffle is set to dungeon rewards, the song will be given as a starting item as well. This setting takes priority over Dungeons Have One Major Item so that it does not contain any major items. This setting also takes priority over all shuffled dungeon items settings, such that they will remain within the pre-completed dungeon as well. The dungeon can still be completed as normal and a duplicate of the dungeon reward would be received, but it has no additional benefit to do so. This setting only applies to dungeons with a blue warp. As of version 8.2, locations within pre-completed dungeons will not be hinted.

  • Off - No dungeons are affected.
  • Specific Dungeons - Enables the Pre-completed Dungeons drop-down to select which dungeons should be barren and the reward given.
  • Specific Dungeon Rewards - Enables the Pre-completed Dungeon Rewards drop-down to select which dungeon rewards should be given. Pre-completed dungeons will be determined by the randomizer depending on which ones contain those rewards. Not compatible with Shuffled Dungeon Rewards.
  • Count - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.


(v7.0) Pre-completed Dungeons - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.

(v8.2) Pre-completed Dungeon Rewards - Select which dungeon rewards will be given as starting items. Pre-completed dungeons will be determined by the randomizer depending on which ones contain those rewards. Only available if Specific Dungeon Rewards is selected in the Pre-completed Dungeons Mode option.

(v7.0) Pre-completed Dungeon Count - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.

(v6.0) Shuffle Interior Entrances - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.

  • Simple Interiors - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).
  • All Interiors - Extended version of 'Simple Indoors' with some extra entrances: Link's House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard's owner's house is never shuffled.


(v8.0) Shuffle Thieves' Hideout Entrances - Shuffles the individual doorways of Thieves' Hideout into the interiors pool. Savewarping from any Thieves' Hideout interior will return Link to the first jail room. Shuffle Interior Entrances must be enabled in order to turn on this toggle.

(v6.0) Shuffle Grotto Entrances - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.

(v6.0) Shuffle Dungeon Entrances - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.

  • Dungeon - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.
  • (v7.0) Dungeon and Ganon - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon's Castle.


(v7.0) Shuffle Boss Entrances -

  • Off - Bosses will remain in their respective dungeons.
  • Age-Restricted - Bosses are separated into child and adult pools and shuffled amongst themselves separately.
  • Full - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.


(v6.0) Shuffle Overworld Entrances - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.

  • Hyrule Castle Courtyard and Garden entrances
  • Both Market Back Alley entrances
  • Gerudo Valley to Lake Hylia


(v8.0) Shuffle Gerudo Valley River Exit - Randomizes the one-way exit of diving into the Gerudo Valley waterway.

When enabled, trade timers are disabled and trade items never revert.

(v6.0) Randomize Owl Drops - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.

(v6.0) Randomize Warp Song Destinations - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be included when overworld or dungeon entrance randomizer is enabled.

(v7.0) Randomize Overworld Spawns - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link's House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. In versions 6.0 through 6.2, this option was a single toggle for both ages.

(v5.2) Triforce Hunt - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon's Castle key is given if beating the game again is desired.

(v5.2) Required Triforces Per World - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.

  • In multiworld, each world will have the same number of triforces in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players need 40 total, but one player could obtain 30 and the other 10.
  • Extra pieces are determined by the the Item Pool setting: 'Plentiful': 100% Extra 'Balanced': 50% Extra 'Scarce': 25% Extra 'Minimal: No Extra


(v8.0) Add Bombchu Bag and Drops - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are considered a progression item by logic. The first Bombchus found will give a bag to hold them, like a bomb bag, along with the number of Bombchus in that pack. This will unlock Bombchu Bowling (if not already unlocked by finding a bomb bag first), buying Bombchu refills from shops, and buying Bombchus from the wasteland carpet salesman. Once a Bombchu Bag is found, Bombchus can be found in grace and rocks in the same manner as regular bombs.

With this option off, randomly found Bombchu items are not considered as logical progression. Finding a Bomb Bag is the sole condition to play Bombchu Bowling and buy Bombchus from shops which are available for repeatable purchase. Shopsanity one-time purchase Bombchus do not require a Bomb Bag.

(v3.0) Dungeons Have One Major Item - This option places one and only one Major Item in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.

Shuffle

These settings shuffle more items into the item pool.

(v6.0) Shuffle Songs - This setting changes where songs will be placed.

  • Song Locations - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.
  • Dungeon Rewards - Songs will be placed at the ends of dungeons, plus one in the Zelda's Lullaby location. 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.
  • Anywhere - Songs can be placed in any location in the game.


(v3.0) Shopsanity - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. In version 7.0, all settings except Off will enable the Shopsanity Prices option.

  • Off - Disables the Shopsanity feature.
  • Shuffled Shops (0 Items) - This causes all of the Shopsanity features described above.
  • (Multiple Similar Settings) Shuffled Shops (1-4 Items) - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.
  • Random # of Items Per Shop - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. In versions 3.0 through 6.2, this setting was called Shuffled Shops (Random Items.


(v7.0) Shopsanity Prices - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.

  • Random - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.
  • (Multiple Similar Settings) X Wallet - Prices will range between 0 and the maximum amount held by the wallet selected.
  • Affordable - All randomized items will be priced at 10 rupees.

(v3.0) Tokensanity - This setting shuffles the Gold Skulltula item drops into the general pool of locations.

  • Off - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.
  • Dungeons Only - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.
  • (v5.1) Overworld Only - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.
  • All Tokens - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.


(v3.0) Scrub Shuffle - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a "mysterious item."

  • Off - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.
  • On (Affordable) - All scrubs will have randomized items and sell them for 10 rupees.
  • On (Expensive) - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.
  • On (Random Prices) - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.


(v8.0) Shuffled Child Trade Sequence Items - Shuffles the location of items in the child trade quest. If both Weird Egg and Chicken are set to shuffle, only the Weird Egg will appear in the item pool. Shuffling the masks unlocks items in the mask shop in the same way as usual. For example, the item in the Keaton Mask slot is immediately available, but the item in the Bunny Hood slot is not available until the Spooky Mask has been given to the graveyard child. Right side masks require the Bunny Hood be given to the running man.

(v8.0) Shuffle All Adult Trade Items - Shuffles the location of the items selected in the Adult Trade Sequence Items dropdown menu anywhere in the world. Once the item is found, it should be returned to it's usual NPC in exchange for another item.

(v7.0) Adult Trade Sequence Items - If Shuffle All Adult Trade Items is enabled, this selects which adult trade quest items may be found somewhere besides the NPC who ordinarily provides them. If some items are selected but not others, the items left unselected will be obtainable from the NPC who ordinarily gives them in exchange for the previous trade quest item.

If Shuffle All Adult Trade Items is disabled, this selects which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities. In versions 7.0 and 7.1, this setting was in the Item Pool section of the Other tab.

(v7.0) Shuffle Rupees & Hearts - Randomize visible free-standing rupees and recovery hearts. For location assistance see this page.

  • Off - Free-standing rupees and recovery hearts will be left unchanged.
  • All - All visible free-standing rupees and recovery hearts will be randomized.
  • Overworld Only - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.
  • Dungeons only - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.


(v7.0) Shuffle Pots - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon's boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see this page. In versions 7.0 through 8.1, Fairy Pots were not included and so Stray Fairies would not be added to the item pool.

  • Off - Pot contents will be left unchanged.
  • All - All pots with contents other than fairies will be randomized.
  • Overworld Only - Overworld pots with contents other than fairies will be randomized.
  • Dungeons only - Dungeon pots with contents other than fairies will be randomized.

(v8.2) Include Empty Pots - Pots which contain nothing in the vanilla game will be added to the pool of pot locations where items can be added. This also adds "Literally Nothing" items to the item pool. Only available when Shuffle Pots option is not Off.

(v7.0) Shuffle Crates - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see this page.

  • Off - Crate will be left unchanged.
  • All - All crates with contents are randomized.
  • Overworld Only - Overworld crates with contents are randomized.
  • Dungeons only - Dungeon crates with contents are randomized.

(v8.2) Include Empty Crates - Crates which contain nothing in the vanilla game will be added to the pool of crate locations where items can be added. This also adds "Literally Nothing" items to the item pool. Only available when Shuffle Crates option is not Off.

(v5.0) Shuffle Cows - This setting causes cows to give an item when Epona's song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.

(v7.0) Shuffle Beehives - This setting adds random contents to the 32 beehives in grottos and Zora's Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see this page.

(v8.1) Shuffle Wonderitems - This setting adds random contents to wonderitem locations. When this setting is enabled, Wonderitem locations will shine with sparkles color-coded to the type of wonderitem.

(v3.0) Shuffle Kokiri Sword - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.

(v3.0) Shuffle Ocarinas - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.

(v3.0) Shuffle Gerudo Card - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds (v5.0) and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.

In versions prior to v5.0, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.

(v5.0) Shuffle Magic Beans - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.

(v6.0) Shuffle Medigoron & Carpet Salesman - This setting adds the Giant'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.

While Giant's Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant's Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant's Knife, that slot will still remain as Biggoron Sword even after picking up the Giant's Knife.

(v7.0) Shuffle Frog Song Rupees - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.

(v8.0) Shuffle Hyrule Loach Reward - Shuffles the reward for catching the Hyrule Loach in the Fishing Pond.

  • Vanilla Behavior - The loach only appears every 4th time the minigame is played and the sinking lure is only findable after obtaining the fishing prize for Link's current age.
  • Easier Behavior - The loach and sinking lure will be available every time the minigame is played. The ordinary prizes are also available even while using the sinking lure.

(v8.0) Shuffle Individual Ocarina Notes - Shuffles new items for each of the ocarina sounds. For example, Zelda's Lullaby will not be playable until the left, up, and right notes are found. (Note: The skull kid ocarina minigame is not considered to be in glitchless logic until all 5 notes are found, for ease of play.)

Shuffle Dungeon Items

(Multiple Similar Settings) These settings allow the player to decide the natural distribution of dungeon items. The groups are Maps & Compasses, Small Keys, Thieves' Hideout Keys, Boss Keys, (v8.0) Treasure Chest Game Keys, (v8.0) Silver Rupees, and (v8.2) Shuffle Dungeon Rewards. Prior to v7.0, Thieves' Hideout Keys were known as Gerudo Fortress Keys.

  • (v1.0) Remove (Keysy) - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.
  • (v5.0) Vanilla Locations - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.
  • (v6.0) Own Dungeon - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. In v5.0, this setting was named Dungeon Only.
  • (v7.0) Regional - Dungeon items can only appear within the areas associated with their dungeon. Please see this page for a list of areas which comprise each region.
  • (v6.0) Overworld Only - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.
  • (v6.0) Any Dungeon - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.
  • (v3.0) Anywhere (Keysanity) - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.
  • (v3.0) (Maps & Compasses Only) Start Wtih - Maps and Compasses are given to Link from the start.
  • (v8.2) (Dungeon Rewards only) Dungeon Reward Locations - Dungeon rewards are shuffled only amongst their vanilla blue warp locations and Rauru's gift.

(v7.0) Key Rings Mode - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves' Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.

  • Off - No dungeons are affected.
  • Choose Dungeons - Enables the Key Rings drop-down visible to select which areas should have a key ring.
  • All Dungeons - All areas will have their keys replaced by key rings.
  • Random Selection - A random number of areas will have their keys replaced by key rings. In versions 7.0 and 7.1, setting was called Random Dungeons.


(v7.0) Key Rings - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.

(v8.0) Key Rings give Boss Keys - Adds the boss key to any keyrings in the item pool. Warning: In v8.0, do not enable this toggle if small keys are set to Remove (keysy) while boss keys are not, as this will remove boss keys entirely resulting in an unbeatable seed.

(v3.0) Ganon's Boss Key - Allows the player to decide on how and where Ganon's Castle's boss key is found. The last 5 options enable a corresponding slider to set the number required.

Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon's Castle boss key to be given on collection of the last Triforce piece as the credits start.

  • (v2.0) Remove (Keysy) - The Ganon's Castle boss key is removed and the boss door in Ganon's Tower starts unlocked.

    In version v2.0 this was part of the setting called Skip most of Ganon's Castle.

  • (v5.0) Vanilla Location - The Ganon's boss key is located in the gilded chest in Ganon's Castle.
  • (v6.0) Own Dungeon - The Ganon's Castle boss key can be found anywhere in Ganon's Castle.

    In versions v2.0-v4.0, this was how the boss key is placed if the Remove Ganon's Boss Door Lock or Skip most of Ganon's Castle settings were not checked. In v5.0, setting was named Dungeon Only.

  • (v6.0) Overworld Only - The Ganon's Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.
  • (v6.0) Any Dungeon - The Ganon's Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon's Castle.
  • (v5.0) Anywhere (Keysanity) - The Ganon's boss key can be located anywhere in the world.
  • (v6.1) Light Arrow Cutscene - The Ganon's boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.
  • (v6.1) Stones - The Ganon's boss key will be received once the specified number of stones are obtained.
  • (v6.1) Medallions - The Ganon's boss key will be received once the specified number of Medallions are obtained.
  • (v6.1) Dungeons - The Ganon's boss key will be received once the specified number of Dungeons are completed.
  • (v6.1) Tokens - The Ganon's boss key will be received once the specified number of gold skulltula tokens are obtained.
  • (v7.0) Hearts - The Ganon's boss key will be received once the specified number of hearts are obtained.


(v7.0) Shuffle Silver Rupees - The Silver Rupees required to complete puzzle rooms throughout the game are shuffled elsewhere. The vanilla locations of these rupees will contain shuffled items. Each rupee's text box will indicate which puzzle room it is for and counts can be checked on the item menu by holding A or D-Pad, depending on the cosmetic setting chosen.

(v3.0) Maps and Compasses Give Information - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding 'A'.
Note: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.

Detailed Logic

These are settings that affect logic in very specific and situational ways.

(v6.1) Guarantee Reachable Locations - This setting will set the logic for how many item locations are guaranteed to be logically accessible.

  • All - Ensures all locations in the game can be reached.
  • All Goals - Ensures Link has logical access to every potentially required item to unlock Ganon's Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.
  • Required Only - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.

In versions v1.0 and v2.0, this was named Only ensure seed is beatable, not all items must be reachable and worked inverse of how this setting now works. Prior to v4.0, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. Prior to v6.1, this was named All Locations Reachable and functioned similarly.

(v3.0) Nighttime Skulltulas Expect Sun’s Song - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.

(v3.0) Exclude Locations - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.

In version v3.0, this section was named Remove Specific Locations and had a very specific set of locations you could exclude via check boxes. Prior to v5.0, junk locations could hold any non-major item.

(v3.0) Enable Tricks - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in this playlist.
In version v3.0, this section was called Specific Expected Tricks and had a small number of checkboxes to choose very specific tricks.

Starting Inventory

(v5.2) Allows you to choose the items Link has at the beginning of the game.

Starting Equipment - Begin the game with the selected equipment.

Starting Items - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.
If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.

Starting Songs - Begin the game with the selected songs already learnt.

Other

Start with Consumables - Start the game with maxed out Deku Sticks and Deku Nuts.

Start with Max Rupees - Start the game with a full wallet. Wallet upgrades will also fill the wallet.

Starting Hearts - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.

Other

These are various other settings which do not majorly affect gameplay and instead customize the play experience.

Timesavers

These are settings that save time by cutting tedious content.

(v8.2) Free Reward from Rauru - The item given when transitioning from child to adult at the Temple of Time for the first time is instead given as a starting item. (Prior to v8.2, this was always given as a starting item.)

(v3.0) Skip Tower Collapse Sequence - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.

In version v2.0, this was part of the setting called Skip most of Ganon's Castle.

(v3.0) Skip Child Stealth - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.
In versions v3.0, this was called Skip Interior Castle Guard Stealth.

(v3.0) Skip Epona Race - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.

(v6.0) Skip Some Minigame Phases - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé's Race in under a minute grant's both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. In 5.1, the option to skip Dampé's first race was available (Skip First Dampé Race), but not Horseback Archery.

(v6.0) Complete Mask Quest - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.

(v5.0) Enable Specific Glitch-Useful Cutscenes - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. In version prior to 7.0, this setting was called Enable Useful Cutscenes.

(v3.0) Fast Chest Cutscenes - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.

(v3.0) Free Scarecrow’s Song - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.
In version v3.0, this was called Start with Scarecrow's Song and forced you to set a song at generation time that everyone had to share.

(v6.0) Fast Bunny Hood - This setting causes the Bunny Hood to act like Majora's Mask and speed up Link's movement speed. The speed matches Link's backwalking speed and does not increase Link's backwalking speed.

(v8.0) Maintain Mask Equips through Scene Changes - This setting keeps masks equipped when going through loading zones and savewarping. (Bare in mind masks alter NPC reactions to Link, so remove the mask before speaking to anyone.)

(v7.0) Plant Magic Beans - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.

(v5.0) Random Cucco Count - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.

(v5.0) Cucco Count - The number of Cuccos required can be selected manually with this slider.

(v3.0) Random Big Poe Target Count - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.

(v3.0) Big Poe Target Count - The number of Big Poes required can be selected manually with this slider.

Note: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.

(v7.0) Easier Fire Arrow Entry - Enables Fire Arrow Entry Torch Count slider.

(v7.0) Fire Arrow Entry Torch Count - Select how many torches must be lit in order for the Shadow Temple door to open.

(v8.0) Ruto Already at F1 - Moves Ruto to the top floor immediately so Link does not have to carry her up from the basement of Jabu Jabu.

Misc

(v3.0) Randomize Ocarina Song Notes - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. In versions 3.0 through 6.2, this setting was a toggle for all songs.

  • Off - All songs retain their normal pattern.
  • (v7.0) Frog Songs Only - Only the top row of songs will have shuffled notes.
  • (v7.0) Warp Songs Only - Only the bottom row of songs will have shuffled notes.
  • All Songs - All songs will have shuffled notes.


(v7.0) Chest Appearance Matches Contents - These options change the appearance of chests depending on if they contain Major Items, keys, ice traps, or logically irrelevant items. If enabled, this also enables the Minor Items in Big/Gold Chests multiselect.

  • Off - Chests retain their regular form.
  • Texture - Chests containing major items, small keys, boss keys, skulltula tokens, and (v8.0) heart pieces/containers are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.
  • Both Size and Texture - Chests containing major items, small keys, boss keys, skulltula tokens, and (v8.0) heart pieces/containers are all given unique textures. As of 8.2, the specific textures desired can be enabled or disabled. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.
  • Classic - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available in versions 3.0 through 6.2 under the name Chest Size Matches Contents.


Warning: Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.

(v8.2) Chest Textures - Available only when Chest Appearance Matches Contents is set to Texture or Both Size and Texture. Textures can be individually enabled or disabled. When disabled, chests containing that type of item will display as the default brown texture.

(v7.0) Stone of Agony Unlocks Textures - Available only when Chest Appearance Matches Contents is set to Texture. This toggle causes chests to show as default brown until Stone of Agony is found.

(v7.0) Minor Items in Big/Gold Chests - This setting places deku shields, Hylian shields, and/or bombchus in major item style chests. Prior to v8.1, this was a single toggle, rather than a multiselect.

(v7.0) Invisible Chests - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.

(v7.0) Pot, Crate, & Beehive Appearance Matches Contents - This setting changes pot and crate textures based on the item inside. In version 7.0, this setting was called Pot & Crate Appearance Matches Contents.

  • Texture (Match Content) - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, those with gold skulltula tokens will have a spider web on them, and those with heart pieces/containers will have hearts on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.
  • Texture (Unchecked) - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.


(v8.0) Key Appearance Matches Dungeon - Changes the appearance of small keys and boss keys to be distinct based on the dungeon in both color and design.

(v3.0) Clearer Hints - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game. Prior to 8.1, this did not clarify the hints for the

(v1.0) Gossip Stones - This setting allows the playe.r to specify which item is required to interact with the Gossip Stones.

  • (v3.0) No Hints - Gossip Stones use vanilla behavior.
  • (v3.0) Hints; Need Mask of Truth - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only accessible later in the game.
  • (v1.0) Hints; Need Stone of Agony - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.
  • (v3.0) Hints; Need Nothing - Gossip Stones will share hints without any requirements.


(v4.0) Hint Distribution - This setting affects the number of useful hints available in the game.

  • Balanced - Provides a mix of useless and useful hints. Hints will not be repeated.
  • (v6.0) Bingo - Intended to hint items required for squares on a bingo board generated on Bingosync.
  • (v7.0) Chaos!!! - Any hint type may appear in the game. Each hint will have only one copy.
  • (v7.0) Chaos!!! (no goal hints) - Any hint type may appear in the game except for goal hints. Each hint will have only one copy.
  • (v6.1) Co-op - The hints used for the Season 2 Co-op Tournament races.
  • (v6.1) DDR - Hints most often used for races using the [DDR] ruleset.
  • (v7.0) League S3 - The hints used by the OoTR League season 3. In previous versions, this setting matched the current season.
  • (v7.0) MW Season 3 - The hints used for the Season 3 Multi-world Tournament races. In previous versions, this setting matched the current season.
  • (v6.0) Scrubs - The hints used for the Scrub Central races. This can also be used to simulate the OoTR Season 3 Tournament hints.
  • Strong - Has some duplicate hints and no junk hints.
  • Tournament - The hints used for the OoTR Season 6 Tournament. In previous versions, this setting matched the distribution used for the tournament active during that version's time.
  • Useless - Has nothing but junk hints.
  • Very Strong - Has only very useful hints.
  • (v7.0) Very Strong with Magic - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the "All Goals" option under Guarantee Reachable Locations.
  • (v7.0) Weekly -


For detailed information on hints, check our hints page.

(v7.0) Misc. Hints - Select which hints not found on Gossip Stones are enabled.

  • Temple of Time Altar - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon's boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when Maps and Compasses Give Information is enabled.
  • Dampé's Diary (Hookshot) - Reading the diary in the gravekeeper's hut as adult will hint an area containing one of the hookshots.
  • Ganondorf (Light Arrows) - When talking to Ganondorf he will state an area that contains Light Arrows.
  • (v8.0) Warp Songs and Owls - Changes the text of the warp songs' Yes/No text box to state where it will actually take Link when Randomize warp Song Destinations is enabled, and change Kaepora Geobora's dialogue to specify where he will take Link from each location. In versions 7.0 and 7.1, setting was called Warp Songs and did not include Kaepora Gaebora.
  • (Multiple Similar Settings) House of Skulltula: X - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.
  • (v8.0) Frogs Ocarina Game - The text that displays when Link stands on the log is changed to specify the item given for playing all top row songs and then playing the frog fly song.
  • (v8.0) Shuffled Mask Shop - When the mask shop is shuffled, the non-trade quest masks will display before completing the trade quests, but will remain unobtainable.
  • (v8.0) Unique Merchants - Characters that sell an item for the Shuffle Expensive Merchants setting and Shuffle Magic Beans setting will state the name of the item they sell.


(v3.0) Text Shuffle - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.

  • No Text Shuffled - Leave the text alone.
  • Shuffled except Important Text - Shuffle all text other than the useful text giving the player information. In versions 3.0 through 6.2, this setting was called Shuffled except Hints and Keys.
  • All Text Shuffled - Shuffle all text even to the player’s mechanical disadvantage.


(v4.0) Damage Multiplier - This setting changes the amount of damage taken.

  • Half - Link takes 1/2 damage.
  • Normal - Link takes regular damage.
  • Double - Link takes 2x damage.
  • Quadruple - Link takes 4x damage.
  • OHKO - Link dies in one hit. Nayru's Love and fairies are considered by logic.

In version v3.0, this was part of the Difficulty setting which mixed Item Pool and Damage Multiplier under the same setting.

(v7.0) Bonks Do Damage - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the Damage Multiplier setting.

  • No Damage - Link will not be hurt by rolling into anything.
  • Quarter Heart - Rolling into walls and objects will deal one quarter of a heart of damage.
  • Half Heart - Rolling into walls and objects will deal half a heart of damage.
  • Whole Heart - Rolling into walls and objects will deal one heart of damage.
  • Two Hearts - Rolling into walls and objects will deal two hearts of damage.
  • One Bonk KO - Rolling into walls and objects will instantly kill Link. If Shuffle Crates is enabled and glitchless logic used, crates will expect access to explosives, Nayru's Love, or a bottle to hold a fairy in order to break the crates.


(v6.0) Hero Mode - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.

(v4.0) Starting Time Of Day - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.

(v7.0) Blue Fire Arrows - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo's Cavern). As of version 7.1, the item will be called blue fire arrows by hint and shop text as well.

(v7.0) Fix Broken Drops - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.

Item Pool

These settings allow the player to tweak the item pool.

(v4.0) Item Pool - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.

  • (v7.0) Ludicrous - Every randomized item will be a major item. As a result, this setting is incompatible with One Major Item per Dungeon.
  • Plentiful - Major items will have one more copy added to the item pool to make it easier to find them.
  • Balanced - Leave the item pool alone.
  • Scarce - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.
  • Minimal - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.

In version v3.0, this was part of the Difficulty setting which mixed Item Pool and Damage Multiplier under the same setting.

(v4.0) Ice Traps - This setting changes how many ice traps are placed throughout the game.

  • No Ice Traps' - All ice traps are removed. In versions 4.0 through 6.2, this setting was called Off.
  • Normal Ice Traps' - Only ice traps from base pool are placed. In versions 4.0 through 6.2, this setting was called Normal.
  • Extra Ice Traps - Chance to add extra ice traps when junk items are added to the item pool.
  • Ice Trap Mayhem - All added junk items will be ice traps.
  • Ice Trap Onslaught - All junk items will be ice traps, including ones in the base pool.


(v5.2) Ice Trap Appearance - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.

  • Major Items Only - Ice Traps appear as Major Items (and in large chests if CSMC enabled).
  • Junk Items Only - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).
  • Anything - Ice Traps may appear as anything.


Cosmetics

These options change graphical elements of various visuals in the game.

General Cosmetics

(v3.0) Default Targeting Option - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.

(v4.0) Display D-Pad HUD - Enable an additional HUD element to display the D-Pad once an item which can be controlled by the D-Pad is in Link's inventory.

  • Off - The D-Pad will not be displayed.
  • On the Right - The D-Pad will display just below the C buttons.
  • (v8.0) On the Left - The D-Pad will display below the hearts and magic meter.

Prior to v8.0, this setting specified only whether the D-Pad HUD display should be shown and it was always on the right.

(v7.0) Display D-Pad Dungeon Info - This setting enables separated menus for D-Pad directions left, down, and right, and displays the D-Pad HUD in the item menu to indicate what is viewable on each. Regardless of whether these menus are enabled or disabled, holding A on the item menu will still display the old style of the reference menu.

(v6.0) Item Model Colors Match Cosmetics - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.

(v5.0) Randomize All Cosmetics - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.

(v8.0) Uninvert Y-Axis in First Person Camera - This setting switch the first person camera controls for up and down.

(v8.2) Input Viewer - This setting displays current button presses and analog stick tilt at the bottom of the screen. Useful for practicing precise tricks and glitches.

Equipment

This changes the colors various equipment displays.

(v2.0) (Multiple Similar Settings) Tunic Colors - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of (v5.2) this also affects the color of the icon in the menu. Each tunic can be set individually.

  • Most Colors - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using this Google Docs page.
  • Random Choice - Choose a random color from the set of pre-made colors.
  • Completely Random - Generate a random color with numerically random RGB values.
  • Custom Color - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.
  • Rainbow - The color will smoothly cycle through the entire range of hues.


(v5.0) Silver Gauntlets Color - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.

(v5.0) Gold Gauntlets Color - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.

(v6.0) Mirror Shield Frame Color - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.

UI Colors

(v5.0) Heart Color - Sets the color of the hearts in the HUD. As of (v5.2) this also affects the heart drops.

(v5.0) Magic Color - Sets the color of the magic meter in the HUD. As of (v5.2) this also affects the magic drops.

(v6.0) (Multiple Similar Settings) Button Color - Sets the color the specified button(s) in the HUD.

Misc. Colors

Section was named Navi Colors prior to version 6.0.

(v3.0) (Multiple Similar Settings) Navi - These settings determine Navi’s color in a variety of contexts. The lists of preset colors here is different, but the same types of options exist as for choosing tunic colors. (v5.0) You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.

(v6.0) Bombchu Trail Inner & Outer - Sets the colors of the light trail behind a moving Bombchu.

(v6.0) Boomerang Trail Inner & Outer - Sets the colors of the light trail behind a thrown boomerang.

(v4.0) Sword Trail Inner & Outer - Sets the colors of the sword trail displayed when swinging a sword. Prior to v6.0, these settings were part of Equipment Colors.

(v4.0) Sword Trail Duration - Sets how long the sword trails should display when swinging a sword. Prior to v6.0, this setting was part of Equipment Colors.

Player Models

(v7.0) Replace Link's model with a custom model. Please see this page for more detail instructions to use this feature.

  • (v7.0) Adult Link Model - Replace the adult player model and items via a custom .zobj file.
  • (v7.0) Child Link Model - Replace the child player model and items via a custom .zobj file.


SFX

Changes various audio cues in the game.

General

(v5.0) Randomize All Sound Effects - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.

(v7.1) Disable Battle Music - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. In version 7.0, this was under the General section.

(v8.0) Speed Up Music For Last Triforce Piece - Background music plays faster when only one more Triforce Piece is needed to beat the game.

(v8.0) Slow Down Music When Low HP - When Link has 1 heart or less remaining, the background music plays slower.

Music

(v4.0) Background Music

  • Normal - Do not alter the background music.
  • No Music - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.
  • Random - Background music is shuffled so that different tracks may play in different areas. This may be silly.
  • Random (Custom Only) - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.

(v8.2) Display Custom Music Names

  • Off - No additional display added.
  • At the top of the screen - The track name of the custom background music track will always be visible in the top left of the screen.
  • In pause screen only - The track name of the custom background music track will be displayed only while the pause menu is open.

(v5.0) Fanfares

  • Normal - Do not alter the fanfares.
  • No Fanfares - Disable fanfares. Sound effects will still play.
  • Random - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the Ocarina Songs as Fanfares toggle.
  • Random (Custom Only) - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.


(v5.1) Ocarina Songs as Fanfares - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.

(v8.0) Credits music as BGM - Adds the credits music to the background music pool when background music is shuffled.

Items

(Multiple Similar Settings) These are the sound options available for most of the remaining SFX options.

  • Particular Sounds - Select one of these sounds to know what sound the item will make. Specific sounds available differ between items. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.
  • Random Choice - Play a random SFX from the list of choices.
  • None - Disable this item from making any sound at all.
  • Completely Random - Play a random SFX from nearly the entire library of OoT's sound effects.
  • (v4.0) Random Ear-Safe - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.

(v4.0) Ocarina - Select the sound the ocarina makes while playing notes. See this video to quickly hear all options.

(v4.0) Hover Boots - Select the sound which plays while walking on nothing with Hover Boots equipped. As of v8.0, the sound no longer repeats over itself and will instead complete fully before beginning again.

(v8.0) Boomerang Throw - Select the sound that plays when the boomerang is in the air.

(v8.0) Arrow Shot - Select the sound that plays when releasing a normal arrow.

(v8.0) Magic Arrow Shot - Select the sound that play when releasing fire, ice, or light arrows.

(v8.0) Bombchu - Select the sound that plays when releasing a Bombchu.

(v8.0) Iron Boots - Select the sound that plays when walking in iron boots.

(v8.0) Hookshot Chain - Select the sound that plays when the hookshot is extending and retracting.

(v8.0) Slingshot Shot - Select the sound that plays when a the slingshot is fired.

(v8.0) Bomb Explosion - Select the sound that plays when bombs explode.

Voices

(v7.0) Adult Voice - Choose from the default voice, a feminine voice, no sounds, or a random choice.

(v7.0) Child Voice - Choose from the default voice, a feminine voice, no sounds, or a random choice.

Navi Overworld - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.

Navi Enemy - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.

(v4.0) Horse - Select the sound Epona makes.

(v8.0) Cucco - Select the sound that cuccos make when picked up.

Misc Sound Effects

(v8.0) Daybreak - Select the sound that plays when night switches to day.

(v4.0) Nightfall - Select the sound that plays when day switches to night.

Menu Cursor - This setting changes the sound the menu cursor when moved.

Menu Select - This setting changes the sound the menu makes when you select an option.

(v2.0) Low Health SFX - This determines which sound effect to play repeatedly when Link is very low on health.

(v8.0) Silver Rupee Jingle - Select the sound that plays when collecting a silver rupee.

(v8.0) Get Refill - Select the sound that plays when collecting a recovery heart, magic refill, or any type of ammo.

Custom Music and Fanfares

(v5.0) You can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.

In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You'll want a combination of MIDI editing software and seq64 to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.

Place your AudioSeq files in the data/Music folder with the .ootrs extension.

On the website, you can select a single folder to randomize in through the file picker or drag multiple directories onto the custom music field.

Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.

Custom Voices

(v7.0) Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See this document for instructions.

Command Line Options

Run with ootrandomizer.py:

-h, --help

Show the help message and exit.

--gui

Launch the GUI

--loglevel [{error,info,warning,debug}]

Select level of logging for output. (default: info)

--settings_string SETTINGS_STRING

Enter a settings string that will encode and override most individual settings.

--convert_settings

Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.

--settings SETTINGS

Use the specified settings file to use for generation

--seed SEED

Define seed number to generate. (default: None)

--no_log

Supresses the generation of a log file.

--output_settings

Always outputs a settings.json file even when spoiler is enabled.

Plando Exclusive Features

(v6.1)LACS Condition - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:

  • Medallions
  • Stones
  • Dungeons
  • Tokens

(v8.2)password_lock - Requires a password to be inputted in order to start a seed. It will consist of 6 button presses (A and C buttons) which can be found near the top of the spoiler log.

Removed or Replaced Features

(v2.0) Removed in 3.0 Skip most of Ganon's Castle - Disables all trials in Ganon's Castle, removes the lock on the boss door in Ganon's Castle, and skips the escape sequence after beating Ganondorf.

Replaced by separating it into Ganon's Trials Count, Remove Ganon's Boss Key, and Skip Tower Collapse Escape Sequence options.

(v3.0) Removed in 4.0 Difficulty - Makes health less available and ammo expansions.

Replaced by separate Item Pool and Damage Multiplier options.

(v3.0) Removed in 5.0 Reinstated in v6.0 Open Kakariko Gate - The gate from Kakariko Village to Death Mountain Trail is always open.

Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven't delivered Zelda's letter to the guard first), and leaves it open for both Child and Adult.

When this bug was fixed for rando, the result was the setting for Open Kakariko Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.

(v4.0) Removed in 5.2 Start With Fast Travel - Start the game with Prelude of Light, Serenade of Water, and Farore's Wind. Two song locations will give items instead of Prelude and Serenade.

Replaced by the Starting Items tab.

(v4.0) Removed in 5.2 Start With Tycoon's Wallet - Start the game with the largest wallet which can hold 999 rupees.

Replaced by the Starting Items tab.

(v4.0) Removed in 5.2 Start With Deku Equipment - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.

Replaced by the Starting Items tab and the Start with Consumables option.

(v5.0) Removed in 6.0 Entrance Shuffle - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.

  • Dungeons Only - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon's Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.
  • Simple Indoors - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).
  • All Indoors - Extended version of 'Simple Indoors' with some extra entrances: Adult Potion Shop, Windmill, Link's House, Temple of Time and Dampe's Grave.
  • All Indoors & Overworld - Same as 'All Indoors' but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.


Replaced by seven independent settings.

(v3.0) Removed in 6.0 Shuffle Songs with Items - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.

Replaced by Shuffle Songs options.

(v5.1) Removed in 6.0 Skip First Dampe Race - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.

Replaced by the Skip Some Minigame Phases option.

(v3.0) Removed in 6.0 Lens of Truth - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.

  • Required Everywhere - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).
  • Wasteland and Chest Minigame - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.
  • Only Chest Minigame - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.

Replaced by separated tricks for each area requiring Lens of Truth.

(v1.0) Removed in 6.1 All Locations Reachable - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.

Replaced by the Guarantee Reachable Locations option.

Ganon's Boss Key Option: Removed in 6.1

  • (v5.0) On LACS - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (Note that these sliders are not randomized by the Randomize Main Rules setting):
    • Vanilla - Shadow and Spirit Medallions.
    • Stones - A number of Spiritual Stones, as specified by the slider. In v5.0, this setting required all 3 Stones.
    • Medallions - A number of Medallions, as specified by the slider. In v5.0, this setting required all 36 Medallions.
    • Dungeons - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. In v5.0, this setting required all Stones and Medallions.
    • (v6.0) Tokens - A number of Gold Skulltula Tokens, as specified by the slider.

Replaced by individual settings not tied to the light arrow cutscene.


Output Type Option: Removed in 7.0

  • No Output - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.

    In versions v1.0 and 2.0, this was named Do not create patched ROM.

Rendered obsolete by the option change from radio buttons to toggles.


(v3.0) Removed in 7.0 Random Number of MQ Dungeons - If set, a random number of dungeons will have Master Quest designs. In version v3.0, this setting was the Mixed option for Dungeon Quest.

(v4.0) Removed in 7.0 MQ Dungeon Count - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.

Replaced by the MQ Dungeons Mode options.


(v3.0) Removed in 7.0 Shuffle Weird Egg - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.

(v6.0) Removed in 7.0 Skip Child Zelda - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda's Letter and the song from Impa at the start of the game. Depending on the Kakariko Gate and Complete Mask Quest settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with Shuffle Weird Egg and Skip Child Stealth since those segments are entirely skipped.

Replaced by the Shuffle Child Trade Item option.

(v3.0) Removed in 7.0 Chest Size Matches Contents - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.
Warning: Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.

Replaced by Chest Appearance Matches Contents.

(v3.0) Removed in 7.0 Adult Trade Sequence - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.

Replaced by Adult Trade Sequence Items.

(v3.0) Removed in 8.0 Bombchus Are Considered in Logic - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.

With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).

Replaced by Add Bombchu Bag and Drops.

(v7.0) Removed in 8.0 Shuffle Child Trade Item - Changes the beginning item for the child trade quest and how it is obtained.

  • Vanilla Locations - Malon will have the Weird Egg and the trade quest will proceed as normal.
  • Shuffle Weird Egg - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.
  • Skip Child Zelda - Game will begin with Zelda's Letter in the inventory and Malon will have returned to the ranch.

Replaced by Shuffled Child Trade Sequence Items.