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
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.
Goal
What finishes your game.
- **Tier Clear:** beat a full 28-day run on Goal Tier.
- **Zookeeper Clears:** beat Goal Tier with Goal Zookeepers different keepers.
- **McGuffin Hunt:** collect Required Zoo Tickets out of the Total shuffled into
the multiworld. No run has to be finished at all.
Goal Tier
Difficulty tier you must clear a full 28-day run on to finish.
Defaults to 7 rather than 8 on purpose. Tier 8 (Director) is the hardest content
in the game, and a vanilla player reaches it having unlocked everything, whereas
here your pool is only what the multiworld has handed you. 8 is a real challenge
run; 7 is a solid finish.
Ignored by the McGuffin Hunt goal, which finishes on Zoo Tickets rather than on a
run — McGuffin Max Tier says how deep that world goes.
This is a range option.
Accepted values:
Normal range: 1 - 8
Goal Zookeepers
How many different zookeepers must clear Goal Tier, for the Zookeeper Clears
goal. Marina counts and is available from the start.
This is a range option.
Accepted values:
Normal range: 1 - 20
Zoo Tickets Total
Zoo Tickets shuffled into the multiworld, for the McGuffin Hunt goal.
A McGuffin Hunt runs to McGuffin Max Tier, so it is a 372-location world by
default and the tickets have to be thick enough to turn up in it.
This is a range option.
Accepted values:
Normal range: 1 - 100
Zoo Tickets Required
Zoo Tickets you need to finish. Clamped to the total if it exceeds it.
This is a range option.
Accepted values:
Normal range: 1 - 100
McGuffin Max Tier
How deep a McGuffin Hunt goes — tiers 1 to this carry shop and discover checks.
Only the McGuffin Hunt needs telling. The other goals name a tier to clear, and
that is as deep as their world goes; anything above would be checks you could
finish the seed without ever visiting.
This is what sizes a hunt: tier 1 alone is 51 locations, all 8 is 372.
This is a range option.
Accepted values:
Normal range: 1 - 8
Archipelago Slots Per Shop
How many of a Gift Shop's 7 slots hold Archipelago items.
The rest sell normal unlocked stock, so at the default of 3 the shop still works
as a shop. Raising this is the main way to grow the location count.
This is a range option.
Accepted values:
Normal range: 1 - 7
Discover Checks
Add a check to every playable day's reward pick — 19 per tier.
Turning this off removes 19 locations per tier, which at a deep goal will not
leave room for the full item pool unless you also raise Archipelago Slots Per
Shop.
Unlock Unplaced Content
Start with any animal, snack or souvenir the seed had no room for.
A small world can only hold a fraction of the game's content, and the remainder
would otherwise stay locked for the whole seed. Turning this off leaves it
locked, which makes a short goal a genuinely sparse run.
Randomize Starter Zookeeper
Begin the seed on a random zookeeper instead of Marina.
Whoever is drawn is free from the start and Marina becomes an ordinary item, so
the opening run plays to a different deck every seed.
Randomize Starter Unlocks
Draw the starting animals, snacks and souvenirs at random.
Unrandomised you always open with Starfish, Fennec, Red Ladybug and the rest. The
set keeps its size — 6 animals, 4 snacks, 4 souvenirs — and whatever isn't drawn
joins the item pool.
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"
Start Inventory from Pool
Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1"
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.