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.
- 1 Description
- 2 Getting Stuck
- 3 Known issues
- 4 Generation Options
- 5 ROM Options
- 6 Main Rules
- 7 Detailed Logic
- 8 Starting Inventory
- 9 Other
- 10 Cosmetics
- 11 SFX
- 12 Command Line Options
- 13 Plando Exclusive Features
- 14 Removed or Replaced Features
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?
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.
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 (WIP).
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.
(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.
(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.
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.
(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 - 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 - 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 Type - Indicate the format of the output ROM. On the website only the compressed option is available.
- Compressed - Generally recommended for most users; this is necessary for injection into a .wad for use on the Virtual Console.
In versions 1.0 and 2.0, this was a checkbox named Compress patched ROM.
- Uncompressed - 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.
- 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.
- (v4.0) Patch Files - Generate a patch file containing data which may be sent to other people without sending the ROM file.
(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.
(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.
(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.
- Remove - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.
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 Setttings - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.
(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.
- No Logic - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.
- (v5.0) Glitched - Movement-oriented glitches are likely required. No locations excluded.
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.
- 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.
- (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.
(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.
- 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.
- (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.
(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.
(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 - The rainbow bridge requires all medallions and spiritual stones to be in the player’s possession to spawn.
- (v4.0) All Spiritual Stones - All three of the spiritual stones are required to open Ganon's Castle.
- (v4.0) Gold Skulltula Tokens - All 100 of the gold skulltulas are required to open Ganon's Castle.
- (v6.1) Random - One of the above options, excluding tokens, 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.
(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.
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.
(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 Interirors - 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.
(v6.0) Shuffle Grotto Entrances - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.
(v6.0) Shuffle Dungeon Entrances - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. This does not include Ganon's Castle. 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.
(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 Gardent entrances
- Both Market Back Alley entrances
- Gerudo Valley to Lakey Hylia
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 incldued when overworld or dungeon entrance randomizer is enabled.
(v6.0) Randomize Overworld Spawns - Randomize where Link will spawn as both child and 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.
(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
(v3.0) 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).
(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.
(v3.0) 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) 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.
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 wil 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.
- 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.
- Shuffled Shops (Random Items) - 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.
(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.
- 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.
- (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.
(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 individual settings in the dropdown can be used to set the price of each Business 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. The text for the Business Scrub will update to state they are selling a "mysterious item."
(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.
(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 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.
(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.
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, Gerudo Fortress Keys, and Boss 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.
- (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.
(v3.0) Ganon's Boss Key - Allows the player to decide on how and where Ganon's Castle's boss key is found.
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.
(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.
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 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.
(v3.0) Exclude Locations - This is a search box to select which locations should never have major items required to finish a seed. 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 checkboxes. Prior to v5.0, junk locations could hold any non-major item.
(v3.0) Enable Tricks - This is a search box to enable trick flags. 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 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.
(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.
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.
These are various other settings which do not majorly affect gameplay and instead customize the play experience.
These are settings that save time by cutting tedious content.
(v6.0) 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.
(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 Horeseback 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 Useful Cutscenes - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped.
(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.
(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.
(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.
(v3.0) 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.
(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.
(v1.0) Gossip Stones - This setting allows the player to specify which item is required to interact with the Gossip Stones.
- (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) 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 acessible later in the game.
- (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.
- Useless - Has nothing but junk hints.
- Balanced - Provides a mix of useless and useful hints. Hints will not be repeated.
- Strong - Has some duplicate hints and no junk hints.
- Very Strong - Has only very useful hints.
- (v6.0) Bingo - Intended to hint items required for squares on a bingo board generated on Bingosync.
- (v6.1) DDR - Hints most often used for races using the [DDR] ruleset.
- (v6.0) Scrubs - The hints used for the Scrub Central races. This can also be used to simulate the OoTR Season 3 Tournament hints.
- Tournament - The hints used for the OoTR Season 5 Tournament. In previous versions, this setting matched the distribution used for the tournament active during that version's time.
- (v6.1) Co-op - The hints used for the Season 2 Co-op Tournament races.
- (v6.1) League - The hints used by the OoTR League.
- (v6.1) MW Season 2 - The hints used for the Season 2 Multi-world Tournament races.
For detailed information on hints, check our hints page.
(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 Hints and Keys - Shuffle all text other than the useful text giving the player information.
- 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.
(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.
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.
- Plentiful - Some required items will be duplicated 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.
- Off - All ice traps are removed.
- Normal - Only ice traps from base pool are placed.
- Extra Ice Traps - Chance to add extra ice traps when junk items are added to the item pool
- Ice Trap Mayhem - All junk items added 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.
(v3.0) 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.
These options change the color of various visuals in the game.
(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 - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.
(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.
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.
(v5.0) Silver Gauntlets Color - Sets the color the silver gauntlets appear.
(v5.0) Gold Gauntlets Color - Sets the color the gold gauntlets appear.
(v6.0) Mirror Shield Frame Color - Sets the color the edges and back of the Mirror Shield.
(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.
Section was named Navi Colors prior to version 6.0.
(v3.0) (Multiple Similar Settings) These settings determine 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. (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 Duration - Sets how long the sword trails should display when swinging a sword. Prior to v6.0, this setting was part of Equipment Colors.
(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.
Changes various audio cues in the game.
(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.
- (Local only) 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.
- 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.
- (Local only) 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.
(v2.0) Low Health SFX - 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.
- Particular Sounds - 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.
- Random Choice - Play a random SFX from the list of choices.
- None - Disable low health heart beeps altogether.
- (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.
The following sounds work similarly to Low Health SFX:
- Hover Boots
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.
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.
Custom Music and Fanfares
(v5.0) If using the Dev build or Bundled version of the randomizer 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
.seq extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension
.meta and the following three lines:
Majora's Mask Title Theme 3 bgm
Majora's Mask Time Reset 23 fanfare
These lines correspond to the following mapping:
- Sequence title to display in cosmetics log
- AudioBank to use
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. This is why this feature isn't included in the website release of the randomizer. 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.
Command Line Options
Show the help message and exit.
Launch the GUI
Select level of logging for output. (default: info)
Enter a settings string that will encode and override most individual settings.
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.
Use the specified settings file to use for generation
Define seed number to generate. (default: None)
Supresses the generation of a log file.
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:
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 expanisons.
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 Kakakiro 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.