The Legend of Zelda - Oracle of Ages

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

Goal

The goal to accomplish in order to complete the seed. - Beat Veran: beat the usual final boss - Beat Ganon: teleport to the Room of Rites after beating Onox or Veran, then beat Ganon (same as linked game) - Collect Maku Seed - Don't Feel like fighting Veran or Ganon to goal? Then don't! (similar to a triforce hunt in ALTTPR)
25
0
0
0

Logic Difficulty

The difficulty of the logic used to generate the seed. - Casual: expects you to know what you would know when playing the game for the first time - Medium: expects you to know well the alternatives on how to do basic things, but won't expect any trick - Hard: expects you to know difficult tricks such as bomb jumps - Hell: expects you to use tricks and glitches that span over more than a few inputs
25
0
0
0
0

death_link

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

Open Advance Shop

In the vanilla game, there is a house (northwest of Horon Village in Seasons, and south of the maku tree entrance in Lynna Village for Ages) hosting the secret "Advance Shop" that can only be accessed if the game is being played on a Game Boy Advance console. If enabled, this option makes this shop always open, adding 3 shop locations to the game (and some rupees to the item pool to compensate for the extra purchases that might be required)
25
0
0

Deterministic Gasha Locations

When set to a non-zero value, planting a Gasha tree on a unique soil gives a deterministic item which is taken into account by logic. Once an item has been obtained this way, the soil disappears forever to avoid any chance of softlocking by wasting several Gasha Seeds on the same soil. The value of this option is the number of items that can be obtained that way, the maximum value expecting you to plant a tree on each one of the 16 Gasha spots in the game.
This is a range option.

Accepted values:
Normal range: 0 - 15
25 ❌
0 ❌
0
0
0
0

Secret Locations

When enabled, add the linked game secrets to the list of locations
25
0
0

Linked Hero's Cave

Adds linked hero's cave to a list of locations for you to complete. This option also allows you to mark which location the linked hero's cave will be in. - Maku Tree Entrance Right Side: A cave will be placed to the right side of the maku tree entrance
25
0
0

Miniboss Locations

When enabled, all minibosses will have a check that you will need to get each time they are defeated.
25
0
0

Vasu Additionnal Rings enabled

When enabled, vasu will congradulate you based off of the number of rupees (for Rupee Ring check), and number of enemies defeated (for Slayer's Ring check).
25
0
0

Required Essences

The amount of essences that need to be obtained in order to get the seed from the Maku Tree and be able to fight the final boss (depends on Goal Settings)
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0
0
0
0

Shuffle Essences

If enabled, essences will be shuffled anywhere in the multiworld instead of being guaranteed to be found at the end their respective dungeons.
25
0
0

Animal Companion

Determines which animal companion you can summon using the Flute, as well as the layout of the Natzu region. - Ricky: the kangaroo with boxing skills - Dimitri: the swimming dinosaur who can eat anything - Moosh: the flying blue bear (in seasons, he has a passion for Spring Bananas)
0
0
0
25

Default Seed Type

Determines which of the 5 seed types will be the "default seed type", which is given: - when obtaining Seed Satchel - when obtaining Slingshot or Seed Shooter - by Horon (or Lynna) Seed Tree
25
0
0
0
0
0

Duplicate Seed Trees

The game contains 8 seed trees, but only 5 types of seeds. This means that some types of seeds can appear on multiple trees. This setting lets you choose seed trees that will be guaranteed to not hold a unique type of seed. You can choose up to 3. Regardless of what you choose, each seed type will appear on at most 2 trees. Valid choices are: - Lynna City - Ambi's Palace - Deku Forest - Symmetry City - Crescent Island - Rolling Ridge West - Rolling Ridge East - Zora Village

Warp to Start Location

This option changes the spot you warp in when you press select or start, A, and B buttons to warp back to the forest of time. Please note that depending on the option you select, logic will be affected.
0
25
0

Lynna Gardener

When enabled, a friendly gardener will have trimmed the bushes outside of Lynna City and cleared the path so you don't have to! This will expand the sphere 0 checks to include everything past the bushes that you normally would need nothing for. It is recommended to have this enabled for multiworlds.
25
0
0

Entrances Randomizer (ER)

When enabled, entrances in the overworld will lead to a random cave/house/dungeon/etc. picked at generation time. - disabled : no entrances are randomized - dungeon_only : Only dungeon are randomized with each other. - all_entrances : All overworld and dungeon entrances are randomized /!\ DON'T ENABLE THIS IF YOU NEVER RANDOMIZED OR PLAYED THIS GAME BEFORE /!\ The all_entrances option require extensive knowledge of the game to really be enjoyable. /!\ The dungeon_only is here for you to have a taste of it without being overwhelming. /!\ full ER tend to be quite longer than regular randomized run, as it's quite easy to forget what is where, and /!\ where is what. It is not recommended to enable it when playing with other players without asking for there consent. /!\ Also please, don't activate it in big async (or ever smaller async for that matter) without the organizer's autorization. /!\ You're more likely to get stuck, as some spot can lead to softlocks. You still have the warp to start to unlock you /!\ Please read the FAQ of the game before asking question about being stuck in the game channel (this also apply for normal games...) /!\ It is recommended to play this with the Universal Tracker and with some kind of note to keep track of the important /!\ entrances, because sadly nobody will be mad enough to make a tracker that helps you in this context, and even more so /!\ when rolling ridge is a thing in this game. We hope you know what you're doing. YOU HAVE BEEN WARNED.
25
0
0
0

ER Past/Present Pairing

When ER is set to all entrances and this is enabled, past entrance will be grouped together and randomized with each other instead of being randomized with the present ones, and vice-versa. Work with Surface/Underwater Pairing
25
0
0

ER Surface/Underwater Pairing

When ER is set to all entrances and this is enabled, underwater entrance will be grouped together and randomized with each other instead of being randomized with the surfaces ones, and vice-versa. Work with Past/Present Pairing
25
0
0

ER Dungeon/Standard Door Pairing

When ER is set to all entrances and this is enabled, dungeon entrances will be grouped together and randomized with each other instead of being randomized with the others without taking in consideration Past/Present & Surface/Underwater pairing (i.e. even if Past/Present & Surface/Underwater pairing are enabled, D7 can always pair itself with D8) If not enabled, dungeon follow the Past/Present & Surface/Underwater pairing like any other entrances
25
0
0

ER Inside Lock

Determine how locked doors / caves / bushes behave when you try to exit them when they are not open with entrance randomization. - fully_blocked : you can't exit to a blocked exit if it wasn't open before. - conditionnal_block : you can't exit to a blocked exit if you don't have the item required to open that exit. If you do the exit automatically open - fully_open : the exit always automatically open if reached from the inside NOTE : * Does nothing if ER is fully disabled * This doesn't include underwater entrances & symmetry city present. (They will always drown you if you don't have the mermaid suit or saved symmetry city) * Bombable walls require you to have received bombs or bombchu without the need to use them and same goes for bushes and ember seeds * Library present will automatically open only with fully_open (this will open both past & present) and require you to find and open the past exit otherwise * Exit to the cave behind moblin fort without destroying it will still block you in fully_open as it's linked to a location check * Exitting Jabu Jabu still require the explicit permission from the king. So even if you cleaned the waters and saved him, you need to find the king to open jabu jabu entrance
0
25
0
0

ER Excluded Entrance

Determine entrances that won't be shuffled when ER is enabled NOTE : * Also work with dungeon shuffle * Does nothing if ER is fully disabled * All entrances' names can be found here : https://github.com/josephanimate2021/ArchipelagoOoA/blob/ooa/worlds/tloz_ooa/data/Entrances.py *
This option cannot be modified here. Please edit your .yaml file manually.

Master Keys

- Disabled: All dungeon keys must be obtained individually, just like in vanilla - All Small Keys: Small Keys are replaced by a single Master Key for each dungeon which is capable of opening every small keydoor for that dungeon - All Dungeon Keys: the Master Key for each dungeon is also capable of opening the boss keydoor, removing Boss Keys from the item pool Master Keys placement is determined following the "Keysanity (Small Keys)" option.
25
0
0
0

Keysanity (Small Keys)

If enabled, dungeon Small Keys can be found anywhere instead of being confined in their dungeon of origin.
25
0
0

Keysanity (Boss Keys)

If enabled, dungeon Boss Keys can be found anywhere instead of being confined in their dungeon of origin.
25
0
0

Maps & Compasses Outside Dungeon

If enabled, Dungeon Maps and Compasses can be found anywhere instead of being confined in their dungeon of origin.
25
0
0

Required Slates

The amount of slate that need to be obtained in order to get to the boss of the eighth dungeons.
This is a range option.

Accepted values:
Normal range: 0 - 4
0 ❌
25 ❌
0
0
0
0

Slates Outside Dungeon 8

If enabled, Slates can be found anywhere instead of being confined in Dungeon 8.
25
0
0

Gasha Nut Requirement

This option lets you configure how many kills are required to make a gasha tree grow. Using a gasha ring halves this number.
This is a range option.

Accepted values:
Normal range: 0 - 250

The following values have special meanings, and may fall outside the normal range.
  • 40: Vanilla
0 ❌
25 ❌
0 ❌
0
0
0
0

Vasu Rupee Ring Requirement

if Vasu Additionnal Rings enabled, this set the number of rupees you need to collect in order for vasu to give you a check. (from 1 to 9999) /!\ Above 1000, the logic assume that you will need to farm in some capacity as there will certainly not be enough rupees in the pool, so be aware of it before you go beyond that number.
This is a range option.

Accepted values:
Normal range: 1 - 9999
0 ❌
25 ❌
0 ❌
0
0
0
0

Vasu Slayer Ring Requirement

if Vasu Additionnal Rings enabled, this set the amount of enemies that you need to defeat in order for vasu to give you a check. (from 1 to 1000)
This is a range option.

Accepted values:
Normal range: 1 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Required Rings

Forces a specified set of rings to appear somewhere in the seed. Adding too many rings to this list can cause generation failures. List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring
 

Excluded Rings

Forces a specified set of rings to not appear in the seed. List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring
 

Prices Factor (%)

A factor (expressed as percentage) that will be applied to all prices inside all shops in the game. - Setting it at 10% will make all items almost free - Setting it at 500% will make all items horrendously expensive, use at your own risk!
This is a range option.

Accepted values:
Normal range: 10 - 500
0 ❌
25 ❌
0 ❌
0
0
0
0

Combat Difficulty

Modifies the damage taken during combat to make this aspect of the game easier or harder depending on the type of experience you want to have
0
0
25
0
0
0

Potion always available

When enabled, the potion will always be available in the selected shop and will refill. WARNING : THIS POTION DOESN'T CURE KING ZORA, you still need to find a specific (blue) potion to cure him - disabled : The potion is not available by default, and if it's still in a shop, you can only buy it once - lynna_shop : A check will be removed in Lynna City's shop and potions will always be sold here - syrup_hut : A check will be removed in Syrup Hut and potions will always be sold here
25
0
0
0

Bird Hint

Disabled: The Owls and Know-it-all birds say their vanilla text when talked to Know-it-all: Enable region hints from the birds in the house next to the advance shop Owl: Enable owls to give hints about items from your world
0
0
0
25
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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

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.