Twilight Princess

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

death_link

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

Golden Bugs

If enabled, golden bugs will be shuffled into the itempool. If disabled, bugs will be vanilla and agitha will not be progression Note: If vanilla any precollected bugs will not be removed from vanilla locations
0
25
0

Sky Characters

If enabled, sky characters will be shuffled into the itempool. If disabled, sky characters will be vanilla. Note: If vanilla any precollected sky characters will not be removed from vanilla locations
0
25
0

Gifts from NPCs

If enabled, Gifts from NPCs can be progression items.
0
25
0

Shop Items

If enabled, Shop Items can be progression items.
0
25
0

Hidden Skills

If enabled, golden wolfs can be progression items. *Hidden skills will always be shuffled into item pool.
0
25
0

Poe Shuffled

If enabled, Poes will be shuffled into the itempool. If disabled, Poes will be vanilla. Note: If vanilla any precollected poes will not be removed from vanilla locations
0
25
0

Heart Pieces

If enabled, Heart Piece locations can contain progression items.
0
25
0

Freestanding Rupee Shuffle

If enabled, Freestanding Rupee locations can contain progression items.
25
0
0

Hidden Rupee Shuffle

If enabled, Hidden Rupee locations can contain progression items.
25
0
0

Overworld Items

!!!!! Do not disable !!!! -- Currently disabling will cause generation failure -- -- System to allow for succesful generation is in devlopment -- If enabled, Overworld locations can contain progression items. Cannot be disabled if Dungeon shuffle is disabled Note: Disabling may lead to generation failures as the possible location count is reduced dramtically.
0
25
0

Dungeons Shuffled

If enabled, Dungeons locations can contain progression items. Cannot be disabled if Overworld shuffle is disabled
0
25
0
Logic Settings

Logic Rules

Controls what types of tricks the logic can expect you to perform. - Glitchless: Only intended mechanics are required - Glitched: Some glitches may be required
25
0
0

Castle Requirements

Controls requirements for accessing Hyrule Castle. - Open: The barrier around Hyrule Castle is dispelled from the beginning. - Fused Shadows: The barrier will be dispelled once the required number of Fused Shadows have been collected. - Mirror Shards: The barrier will be dispelled once the required number of Mirror Shards have been collected. - Dungeons: The barrier will be dispelled once the required number of Dungeons have been cleared. - Vanilla: The player must complete Palace of Twilight. - Poe Souls: The barrier will be dispelled once the required number of Poe Souls have been collected. - Hearts: The barrier will be dispelled once the required number of Hearts have been reached.
25
0
0
0
0
0
0
0

Castle Requirement Count

Controls the required number of things for the Castle requirements - Open: not used - Fused Shadows: max 3 - Mirror Shards: max 4 - Dungeons: max 8 - Vanilla: not used - Poe Souls: max 60 - Hearts: min 4, max 20
This is a range option.

Accepted values:
Normal range: 0 - 60
0 ❌
25 ❌
0 ❌
0
0
0
0

Castle Boss Key Requirements

When enabled, the HC Big Key will be placed in its vanilla location with the gate in front of it locked. Only when the specified criteria have been met will the gate unlock. -None: The gate is opened and the key is randomized according to the respective Big Key settings. -Fused Shadows: The gate will open once the required number of Fused Shadows have been collected. -Mirror Shards: The gate will open once the required number of Mirror Shards have been collected. -Dungeons: The gate will open once the required number of Dungeons have been cleared. -Poe Souls: The gate will open once the required number of Poe Souls have been collected. -Hearts: The gate will open once the required number of Hearts have been reached.
25
0
0
0
0
0
0

Castle Boss Key Requirement Count

Controls the required number of things for the Castle Boss Key requirements - Open: not used - Fused Shadows: max 3 - Mirror Shards: max 4 - Dungeons: max 8 - Poe Souls: max 60 - Hearts: min 4, max 20
This is a range option.

Accepted values:
Normal range: 0 - 60
0 ❌
25 ❌
0 ❌
0
0
0
0

Palace Requirements

Controls requirements for accessing Palace of Twilight. - Open: No requirements - Fused Shadows: Requires all Fused Shadows - Mirror Shards: Requires all Mirror Shards - Vanilla: Beat City in the Sky Note: Choosing Vanilla will force Palace of Twilight(PoT) to only have it's own dungeon items inside. i.e. If Vanilla and Keys Anywhere is picked Palace of Twilight Boss key cannot be in PoT and PoT. small key can only be in PoT.
25
0
0
0
0

Faron Woods Logic

Controls logic for accessing Faron Woods. - Open: No special requirements - Closed: Requires forest temple to be beaten before leaving faron woods Note: Choosing Closed will force dungeons items to be in Forest Temple if Any Dungeon is chosen for them This also removes Forest Temple from list of dungeons for other of that dungeon item to be in
25
0
0
Dungeon Items

Randomize Small Keys

Controls how small keys are randomized. - **Start With Small Keys:** You will start the game with the small keys for all dungeons. - **Vanilla Small Keys:** Small keys will be kept in their vanilla location (non-randomized). - **Own Dungeon Small Keys:** Small keys will be randomized locally within their own dungeon. - **Any Dungeon Small Keys:** Small keys will be randomized locally within any dungeon. - **Anywhere:** Small keys can be found in any progression location, if dungeons are randomized. Note: - Not shuffling Dungeons will overwrite this to vanilla, unless you selected start with - If vanilla any precollected keys will not be removed from vanilla locations
25
0
0
0
0
0

Randomize Big Keys

Controls how big keys are randomized. - **Start With Big Keys:** You will start the game with the big keys for all dungeons. - **Vanilla Big Keys:** Big keys will be kept in their vanilla location (non-randomized). - **Own Dungeon Big Keys:** Big keys will be randomized locally within their own dungeon. - **Any Dungeon Big Keys:** Big keys will be randomized locally within any dungeon. - **Anywhere:** Big keys can be found in any progression location. Note: - Not shuffling Dungeons will overwrite this to vanilla, unless you selected start with - If vanilla any precollected keys will not be removed from vanilla locations
25
0
0
0
0
0

Randomize Maps & Compasses

Controls how dungeon maps and compasses are randomized. - **Start With Maps & Compasses:** You will start the game with the dungeon maps and compasses for all dungeons. - **Vanilla Maps & Compasses:** Dungeon maps and compasses will be kept in their vanilla location (non-randomized). - **Own Dungeon Maps & Compasses:** Dungeon maps and compasses will be randomized locally within their own dungeon. - **Any Dungeon Maps & Compasses:** Dungeon maps and compasses will be randomized locally within any dungeon. - **Anywhere:** Dungeon maps and compasses can be found anywhere, without restriction. Note: - Not shuffling Dungeons will overwrite this to vanilla, unless you selected start with - If vanilla any precollected map or compass will not be removed from vanilla locations
25
0
0
0
0
0

Dungeon Rewards are prgression

Controls whether dungeon reward and heart containers are forced to have progression items. Note: chossing vanilla with dungeons shuffled can cause generation issues so be careful when chosing vanilla
0
0
25
0

Small Keys on Bosses

If disabled, Small keys cannot be placed on boss rewards
25
0
0
Timesavers

Skip Minor Cutscenes

If enabled, minor cutscenes are skipped.
0
25
0

Skip Major Cutscenes

If enabled, major cutscenes are skipped.
0
25
0

Fast Iron Boots

If enabled, movement is not slowed when wearing Iron Boots.
0
25
0

Quick Transform

If enabled, you can quickly transform by pressing R + Y.
0
25
0

Instant Message Text

If enabled, message text is instant.
0
25
0

Open Map

If enabled, Map areas are unlocked and portals unlocked.
0
25
0

Increase Spinner Speed

If enabled, spinner speed is increased. *Spinner speed not taken into account in logic.
0
25
0

Open Door of Time

If enabled, the Door of Time is open.
25
0
0

Early Shadow Crystal

When Enabled, the generator will be told to place the Shadow Crystal in the early spheres
25
0
0

Active Goron Mine Magnets

If enabled, all magnets within Goron Mines except the final one will automatically be activated. The final magnet remains deactivated to avoid a softlock.
25
0
0

Lower Hyrule Castle Chandelier

If enabled, the shortcut chandelier in the Hyrule Castle main hall will be lowered, and the double Dinalfos room will be cleared. This allows for you to continue from the main hall to the southern balcony more quickly and with fewer item requirements (ex: no Gale Boomerang).
25
0
0

Skip Castle Town Bridge Donation

If enabled, the bridge to Castle Town from Eldin Field will be automatically repaired.
25
0
0
Additional Settings

Transform Anywhere

If enabled, the player can transform anywhere.
0
25
0

Wallet Size

Changes the capacity of the wallet - Reduced: Sets the wallet capacities to 99, 500, and 1000 - Vanila: Sets the wallet capacities to 300, 600, and 1000. - HD: Sets the wallet capacities to 500, 1000, and 2000. - Large: Sets the wallet capacities to 1000, 5000, and 9999.
0
25
0
0
0

Automatically Fill Wallets

Starts the player with a full wallet. Wallet upgrades will also fill the wallet.
25
0
0

Bonks Do Damage

If enabled, bonks do damage.
25
0
0

Trap Frequency

Controls the frequency of traps in the game.
25
0
0
0
0
0

Damage Multiplier

Multiplies the damage the player takes.
25
0
0
0
0
0

Starting Time of Day

Controls the starting time of day.
25
0
0
0
0

Ilia Memory Quest

With this setting, the player can choose the point in the sequence they want the Ilia Memory Quest to start. Selecting an item shuffles that specific item into world, precompleting the previous items in the quest. Later items in the sequence are vanilla with the exception of the 'Ilia Memory Reward' item, which is always randomized. Note: Skipped locations will still appear on UT / Trackers but will not be collectable
25
0
0
0
0
0

Modify Shop Models

If enabled, swap shop models with the items that are placed there.
25
0
0
Dungeon Entrance Settings

Lakebed Does not require water bombs

If enabled, the Lakebed does not require water bombs.
0
25
0

Arbiters Grounds Does not require Bulblin Camp

If enabled, entering Arbiters Grounds does not require defeating King Bulblin.
0
25
0

Snowpeak Does not require Reekfish Scent

If enabled, Snowpeak does not require Reekfish Scent.
0
25
0

City in The Sky Does not require filled Skybook

If enabled, City in The Sky does not require filled Skybook.
0
25
0

Goron Mines Entrance

Controls requirements for accessing the Goron Mines. - **Closed:** Player must wrestle Gor Coron to enter the mines. - **No Wrestling:** Player does not have to wrestle Gor Coron. - **Open:** Same as No Wrestling but you can use the elevator immediately.
0
0
25
0

Sacred Grove Entrance

If enabled, Skull Kid will not need to be defeated to access Sacred Grove.
25
0
0

Temple of Time Sword Requirement

Sets the minimum progressive sword level that is required to strike the pedestal in Sacred Grove and the Temple of Time. This means that if set to Ordon Sword, the pedestal can be struck with the Ordon, Master, or Light Sword, but not the Wooden Sword. If set to 'none', the player does not need to strike the sword into the pedestal.
25
0
0
0
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 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.