Final Fantasy VII

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0
Randomizers

Randomize Field Items

Randomize items found in the field (treasure chests, pickups, materia).
0
25
0

Field Items Mode

Controls how field items are randomized. shuffle: Items are shuffled among the original locations (same pool, different spots). replace: Items are replaced with a completely random selection. (Note: "random" cannot be used as a Choice value name in Archipelago — it is reserved for the meta "pick a random setting" keyword — so this mode is named "replace". The exported value is unchanged: shuffle=0, replace=1.)
25
0
0

Field Items Keep Type

When using Replace mode, keep the same item type (weapon stays weapon, etc.).
25
0
0

Randomize Shops

Randomize shop inventories.
25
0
0

Shop Slots Per Shop

How many Archipelago check slots each shop gets (Free Roam, shops on). 0 (default) keeps the hand-authored counts, which vary from 1 to 6 depending on the shop. Any value from 1 to 10 overrides that uniformly: every shop offers exactly that many AP slots. 10 is the hard ceiling — the game's shop records hold ten 8-byte slots each, and AP slots take priority over the shop's ordinary stock, so a high value means shops sell less of their normal inventory. Raising this adds a lot of checks: at 10 the pool gains well over 300. Has no effect unless randomize_shops is on.
This is a range option.

Accepted values:
Normal range: 0 - 10
25 ❌
0 ❌
0
0
0
0

Progressive Chocobos

Replace the four colour chocobos with one progressive item (Free Roam). Off (default): Green, Blue, Black and Gold Chocobo are four separate items, each granting its own terrain. On: the pool instead holds four copies of "Progressive Chocobo", and each copy grants the next bird in order — 1. Yellow — a chocobo of your own, but it crosses nothing 2. Green — cross the Junon mountains 3. Black — mountains and open ocean 4. Gold — all terrain, including Knights of the Round Blue is not on the ladder. Blue and Green are siblings rather than steps — one crosses water, the other mountains — so a four-rung ladder has to pick one, and this order is how a player actually breeds them. Holding N copies means you own every bird up to N, so the tiers are cumulative in capability. The first copy opens no new destination; ocean crossings arrive with Black at tier 3, which is also when the Chocobo Sage, the HP<->MP Cave and the Ancient Forest open.
25
0
0

Progressive Limits

Limit breaks come from Archipelago instead of from killing things. On (default): the pool holds copies of "Progressive Limit" for each of the nine playable characters, and each copy teaches that character their next limit in order — 1. Level 1-2 2. Level 2-1 3. Level 2-2 4. Level 3-1 5. Level 3-2 Two characters get fewer, because they simply have fewer limits: Vincent has one per level (Galian Beast, Death Gigas, Hellmasker, Chaos), so he gets 2; Cait Sith has only Dice and Slots and no level 4 at all, so he gets 1. The client also STOPS the game teaching them the usual way, so kill counts and limit-use counts no longer unlock anything. Without that the items would be a shortcut rather than the source, since grinding would hand out the same limits for free. Level 4 is deliberately untouched: it already comes from a manual item (Omnislash, Catastrophe, Great Gospel, ...) that is in the pool and works. Everyone keeps Level 1-1 from the start, so no character is ever left with no limit at all. Off: limits unlock normally and the items are absent from the pool.
0
25
0

Randomize Starting Equipment

Randomize starting equipment for each character (base Gold Saucer feature).
0
25
0

Starting Equipment Tier

How strong the randomized starting equipment is (1 = weakest, 5 = strongest). Each character's weapon list, and the armor and accessory lists, are broadly ordered weakest to strongest in FF7. The tier picks which fifth of those lists your starting gear is drawn from, so tier 1 starts Cloud on a Buster Sword and tier 5 can start him near the top of his list. It also scales how much starting materia you get, and how likely you are to begin with an accessory at all. Materia is chosen from the full list at every tier: that list is ordered by type rather than power, so slicing it would leave low tiers with no healing magic and high tiers with nothing but summons. Has no effect unless randomize_starting_equipment is on.
This is a range option.

Accepted values:
Normal range: 1 - 5
0 ❌
25 ❌
0 ❌
0
0
0
0
World

Free Roam

Start the game on the world map at game moment 1997 (near-endgame state). When enabled, the game begins with Cloud and party on the world map with foot access to all continents. Vehicles (Tiny Bronco, Highwind, Submarine) and Midgar re-entry (via Key to Sector 5) are locked until received as Archipelago items. Location pool expands to include Kalm, Junon (lower and upper), Gold Saucer area, and Corel in addition to Sector 5 Midgar maps. Requires a compatible Gold Saucer .apff7 seed file with free_roam enabled to patch the starting save slot. **(DO NOT SET TO FALSE)** — Free Roam is the only supported mode. Turning it off produces a seed the randomizer and client are not built to run.
0
25
0

Disable Gold Saucer Checks

Remove every Gold Saucer check from the pool (Free Roam only). When enabled, no locations inside the Gold Saucer (Wonder Square, Battle Square / Arena, Chocobo Square, Ghost Hotel, Speed Square, Event Square, Gondola, the Keystone and Gold Ticket key items, etc.) are checks, and the Gold Saucer shop slots are dropped. Useful if you'd rather not be required to play the minigames. (The Gold Ticket item is not part of the Free Roam pool; the area is gated on transport alone.)
25
0
0

Chocobo Race Checks

Include the Gold Saucer chocobo-racing results as check locations (Free Roam). When on, running your first chocobo race and reaching racing Rank S each award an Archipelago check. Off by default because it requires the (optional) chocobo- racing minigame — enable it only if you want racing in logic. **Requires disable_gold_saucer to be set to false.** Chocobo Square is inside the Gold Saucer, so disabling Gold Saucer checks removes these two locations as well, even with this option turned on.
25
0
0

Disable Fort Condor Checks

Remove the Fort Condor check locations from the pool (Free Roam only). When enabled, the Fort Condor minigame/battle rewards are not checks: the Watch Room rewards, Phoenix, Super Ball, and the Fort Condor Huge Materia location are all dropped. Useful if you'd rather not play the Fort Condor tower-defense minigame. The Fort Condor SHOP is unaffected — its slots stay in the pool. (The Huge Materia item itself still appears elsewhere in the pool, so the goal is unaffected.)
25
0
0

Disable Gil Dump Checks

Remove the "pay a pile of gil" check locations from the pool (Free Roam). Two checks are gated purely on spending money rather than on reaching anywhere: the Wall Market weapon shop's Sneak Glove, and buying Cloud's Villa in Costa del Sol. Enable this if you'd rather not have checks that amount to a gil tax. The items on them return to the pool and appear elsewhere, so nothing is lost.
25
0
0

Disable Bone Village Digs

Remove the Bone Village dig checks from the pool (Free Roam only). Drops all five dig rewards — Buntline, Megalixir and Mop, plus the two key items normally dug up there (the Lunar Harp and the Key to Sector 5). Enable this if you'd rather not play the excavation minigame. The Lunar Harp and Key to Sector 5 ITEMS stay in the pool and are placed somewhere else, so you never have to dig for them — only the dig locations go away. Removing just the three loot digs would have left you excavating for two progression items anyway, which is why this covers all five.
25
0
0

Weapon Fight Checks

Include the optional Weapon superbosses as check locations (Free Roam). When on (default), defeating Ultimate, Ruby, and Emerald Weapon each award an Archipelago check. When off, the Weapons are not checks — they can still be fought, but no item is placed on them. Logic requires the Highwind for Ultimate and Ruby, and the Submarine for Emerald. Ruby additionally cannot be fought until Ultimate is dead, but that is enforced by the GAME, not by logic — Ruby does not spawn until then, and Archipelago cannot model a battle outcome, only which items you hold. So Ruby enters logic alongside Ultimate: you are expected to kill Ultimate first, which the Highwind already lets you do.
0
25
0

Town Gating

Lock towns on the world map behind Archipelago key items (Free Roam only). When enabled, certain towns cannot be entered from the world map until you receive that town's key item (e.g. "Fort Condor Key", "Junon Key"). Walking onto a locked town simply bounces you off until the key arrives. Kalm (the starting town) is never locked. Adds the town keys to the item pool as progression items, so reaching those towns' checks requires finding the key.
25
0
0
Gameplay

EXP Multiplier

Multiply all battle EXP gained. 1 = normal.
This is a range option.

Accepted values:
Normal range: 1 - 50
25 ❌
0 ❌
0
0
0
0

Gil Multiplier

Multiply all battle Gil gained. 1 = normal.
This is a range option.

Accepted values:
Normal range: 1 - 50
25 ❌
0 ❌
0
0
0
0

AP Multiplier

Multiply all battle AP (materia ability points) gained. 1 = normal.
This is a range option.

Accepted values:
Normal range: 1 - 50
25 ❌
0 ❌
0
0
0
0

Party Level Sync

Characters join at the party leader's level instead of their vanilla one. In Free Roam the story never recruits anyone, so six of the eight optional characters arrived at their kernel starting level — near level 1 — while Cloud had been raised to the Free Roam start level and levelled from there. With this on, a delivered character is raised to Cloud's current level, with stats computed from their OWN growth curve, once each. Their materia, equipment and limit progress are untouched, and a character you have already levelled past Cloud is left alone. Turn it off if you would rather bring newcomers up yourself.
0
25
0
Goal

Victory Condition

Goal required to complete the seed.
25
0
Traps

Trap Fill Percent

Percentage of filler item slots to replace with traps (0 = no traps).
This is a range option.

Accepted values:
Normal range: 0 - 100
25 ❌
0 ❌
0
0
0
0

Frog Trap Weight

Relative weight of the Frog Trap among enabled traps (0 disables it). The Frog Trap gives a random living party member the Frog status during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Confusion Trap Weight

Relative weight of the Confusion Trap among enabled traps (0 disables it). Confuses a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Frozen Trap Weight

Relative weight of the Frozen Trap among enabled traps (0 disables it). Slow-numbs a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Slowness Trap Weight

Relative weight of the Slowness Trap among enabled traps (0 disables it). Slows a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Slow Trap Weight

Relative weight of the Slow Trap among enabled traps (0 disables it). Stops a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Instant Death Trap Weight

Relative weight of the Instant Death Trap among enabled traps (0 disables it). Death-sentences a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Double Damage Weight

Relative weight of the Double Damage trap among enabled traps (0 disables it). Berserks a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Poison Trap Weight

Relative weight of the Poison Trap among enabled traps (0 disables it). Poisons a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Tiny Trap Weight

Relative weight of the Tiny Trap among enabled traps (0 disables it). Shrinks a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Instant Crystal Trap Weight

Relative weight of the Instant Crystal Trap among enabled traps (0 disables it). Petrifies a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Sleep Trap Weight

Relative weight of the Sleep Trap among enabled traps (0 disables it). Puts a random living party member to sleep during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Mana Drain Trap Weight

Relative weight of the Mana Drain Trap among enabled traps (0 disables it). Drains a random living party member's MP to zero during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Market Crash Trap Weight

Relative weight of the Market Crash Trap among enabled traps (0 disables it). The market crashes: all of your gil is wiped out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Depression Trap Weight

Relative weight of the Depression Trap among enabled traps (0 disables it). Saddens a random living party member during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Curse Trap Weight

Relative weight of the Curse Trap among enabled traps (0 disables it). Gives a random living party member Slow-numb or Death-sentence during battle.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Bomb Trap Weight

Relative weight of the Bomb Trap among enabled traps (0 disables it). Starts a battle against a Bomb (fires on the field or the world map).
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0
0
0
0

Trap Link

Share traps with other TrapLink players. When you receive a trap it is broadcast to them, and traps they receive are applied to you too.
25
0
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.