This is karafruit's unofficial fork of the main ALttPR project.

If you encounter any problems, please notify kara#3437 on Discord rather than reporting the bug to the main discord.

You can find the official site at alttpr.com.

Randomizer Options

There are many ways to play ALttP:Randomizer!

Item Placement

Glitches Required

None

This setting requires no knowledge of any glitches.

Overworld Glitches

This setting requires knowledge of certain major glitches (on the overworld) as well as knowledge of most minor glitches. Specifically:

  • Overworld boots clipping
  • Overworld mirror clips
  • Dungeon bunny revival
  • Super Bunny
  • Surfing Bunny
  • Water Walk

Major Glitches

This setting requires knowledge of more advanced major glitches. Specifically:

  • Overworld fake flutes
  • Overworld screenwraps
  • Overworld and Underworld bootless clips (including 1-frame clips requiring buffering)

Some additional changes have also been made:

  • Fake worlds exist as per the original game (e.g. dying in a Dark World dungeon without defeating Agahnim will put you in the fake Dark World)
  • Crystals always drop regardless of pendant conflicts (QoL fix from the original)
  • Swamp Palace water levels do not drain when you exit the overworld screen (except for the first room)

No Logic

No logic is applied whatsoever. Items can be anywhere. It may be impossible to get items, although due to the strength of glitches, it is extremely rare for games to be unbeatable. This setting will generally require extensive use of glitches which are excluded from other logics (which include EG, Door Glitches and Overworld Bunny Revival).

Item Placement

Basic

This setting is aimed at new players or people looking for a more casual experience. Logical restrictions are in place to prevent items being placed in obscure locations which require niche knowledge to access (e.g. accessing Bumper Cave ledge without the Hookshot). Other logical restrictions also ensure excessively difficult execution is not required in order to progress. For example if you need to beat a late-game Dark World dungeon you will always have access to some sword and defense upgrades somewhere in the world.

Advanced

This setting is aimed at experienced players. The intention of this setting is to maximize glitchless item placement reach. Dark rooms with torches are considered accessible with the Fire Rod; other dark rooms remain logically accessible with the Lamp. No other consideration is given to the obscurity of item placements or the level of execution required to access locations. The expectation is a player choosing this setting is decently familiar and practiced with the original game.

Dungeon Item Shuffle

When maps are shuffled outside dungeons the Overworld map will not display dungeon prizes without dungeon maps. However, maps are always logically required for dungeon completion in both Basic and Advanced item placements. Note that a dungeon’s boss can contain that dungeon’s map.

Standard

All dungeons items are locked to their respective dungeons but are randomized within each dungeon.

Maps/Compasses

Maps and compasses are no longer locked to their respective dungeons (although may still end up there). All keys remain locked to their respective dungeons.

Maps/Compasses/Small Keys

Maps, compasses and small keys are no longer locked to their respective dungeons (although may still end up there). All big keys remain locked to their respective dungeons.

Keysanity

Maps, compasses, small keys and big keys are no longer locked to their respective dungeons (although may still end up there).

Accessibility

100% Inventory

This setting ensures all inventory items can be obtained but retains the possibility for certain keys to be unobtainable. For example non-required big keys may be in big chests and certain small keys may be locked behind key doors (which you could lock yourself out of depending on how you use small keys). In practice you will be able to reach almost every location with this setting.

100% Locations

This setting ensures all 216 locations can always be reached regardless of how inefficiently keys are used within dungeons. Specifically, big keys cannot be in big chests and certain chests behind key doors cannot contain small keys.

Beatable

This setting only ensures the game can be beaten. You may be locked out of non-required items (e.g. Fire Rod if it is not needed to complete the goal) and even non-required dungeons.

Drop Shuffle

Key Drops (Pots and Enemies) are shuffled and other items can take their place.

Shopsanity

When enabled, shop contents are shuffled in the main item pool and other items can take their place.

Goal

Goal

Defeat Ganon

This setting requires full completion of Ganon’s Tower in addition to defeating Ganon. The number of required crystals for each depends on the requirements chosen.

Fast Ganon

This setting only requires defeating Ganon and does not require completion of Ganon’s Tower. For this to work the hole leading to Ganon has been made permanently accessible (except if entrances are randomized). The number of required crystals depends on the requirements chosen.

All Dungeons

This setting requires full completion of all dungeons. This includes the 3 Light World pendant dungeons, the 7 Dark World crystal dungeons, Agahnim’s Tower and Ganon’s Tower.

Master Sword Pedestal

This setting requires collection of the 3 pendants in order to pull the Triforce from the pedestal in the Lost Woods.

Triforce Pieces

The Triforce has been shattered into 30 pieces and scattered throughout Hyrule! You must collect 20 of the 30 pieces and take them to Murahdahla to receive the Triforce. Who is Murahdahla I hear you ask? Why, he is obviously the younger brother of Sahasrahla and Aginah! Back from his vacation in Lorule you can find him hanging out around Hyrule Castle courtyard.

Trinity

There are three ways to win! You can either collect triforce pieces, pull the pedestal, or defeat Ganon. Ganon does not require completion of Ganon’s Tower, and the pyramid hole is already open (unless entrances are randomized). Prizes from dungeons are hidden until their corresponding map has been found.

Open Tower

This settings lets you choose the number of crystals required to open Ganon’s Tower. If 0 is chosen then the dungeon is freely accessible. If Random is chosen there will be a sign outside Ganon’s Tower informing you of how many crystals are required. In Inverted this sign will be outside Hyrule Castle accordingly.

Ganon Vulnerable

This settings lets you choose the number of crystals required to make Ganon vulnerable to your attacks. If 0 is chosen then he can be beaten as soon as you can reach him! If Random is chosen then there will be a sign on the Pyramid informing you of how many crystals are required. In Inverted this sign will be outside Hyrule Castle accordingly.

Ganon Vulnerability Item

This settings lets you choose what item Ganon will be weak to in his last phase. Regardless of what item is selected, Ganon will require four hits from that item to be defeated in that manner. Ganon can still be defeated without this item using sword spins as usual. In swordless modes, the item will always be in the item pool, and the selected item cannot be any of the medallions, as you will be unable to use them. If you select Random they will be excluded from the pool, and if chosen explicitly generation should fail.

Gameplay

World State

Standard

This setting is the closest to the original game. It retains the initial prologue of rescuing Zelda in Hyrule Castle and delivering her to the Sanctuary. This must be completed before you are free to explore Hyrule. Your uncle is guaranteed to give you an item which lets you clear the prologue (although not necessarily a sword). You are given a light cone for navigating the dark rooms of the Sewers even without the Lamp (although any future visits to other dark rooms, except for the Sewers, will be in total darkness until you find the Lamp).

Open

This setting starts as if the initial prologue has already been beaten. Zelda has already been rescued and you are free to start in either Link’s House or at the Sanctuary. All the chests in Hyrule Castle have not been opened so you must decide when and whether to visit.

Inverted

In this setting Link starts in the Dark World and must navigate his way to the Light World in order to defeat Ganon! There are several major changes for this to work:

  • Ganon’s Tower and Agahnim’s Tower have traded places.
  • Ganon has abandoned the Pyramid and is hiding underneath Hyrule Castle.
  • All portals now take you from the Dark World to the Light World.
  • Link will be a bunny in the Light World without the Moon Pearl.
  • The Magic Mirror now transports you from the Light World to the Dark World.
  • The crystals now unlock the door to Hyrule Castle Tower (not Ganon’s Tower).

However there are other modifications to the game world which were required in order to ensure this concept worked properly:

  • Link’s House and the Bomb Shop have traded places.
  • The flute only works in the Dark World and must still be activated in Kakariko.
  • Lots of terrain in the Light World has been modified in order to retain accessibility without being able to mirror from the Dark World.
  • The Death Mountain cave system has changed considerably. It is now possible to access Dark World Death Mountain from the Dark World mainland.
  • The Old Man on Death Mountain is now lost wandering in the Dark World and you will have to return him to his home in the Light World.
  • Dark World Death Mountain now has some stairs allowing access to Ganon’s Tower and East Dark World Death Mountain.
  • Ice Palace is now accessible directly from the Dark World.
  • Turtle Rock is now accessible by jumping from its tail!

Remember that bunny Link can use the Book of Mudora, as well as talk to NPC’s and collection freestanding items. Inverted games can be really difficult so we recommend starting with some of the other world states.

Retro

This setting is a throwback to the original The Legend of Zelda. The main concept includes:

Rupee Bow

  • They no longer use arrows for ammo and instead uses rupees!
  • The first Progressive Bow only shoots Wooden Arrows.
  • The second Progressive Bow can shoot Wooden Arrows and Silver Arrows.
  • However neither Bow can be used until a Rupee Quiver has been purchased.
  • The Rupee Quiver costs 80 rupees and appears in five randomly chosen shops.
  • Each Wooden Arrow costs 10 rupees and each Silver Arrow costs 50 rupees.

Shops

Five shops out of a possible nine will be randomly chosen to contain new stock. This does not include the Bomb Shop or the Potion Shop. These shops will contain the Rupee Quiver at a price of 80 rupees, and small keys at a price of 100 rupees. There is no limit on how many small keys may be purchased.

Small Keys

Small keys are no longer dungeon-specific and can be used to open key doors in any dungeon. They are no longer locked to their respective dungeons and may be found anywhere (e.g. in the overworld). Keys under pots and keys dropped by enemies remain unchanged. Ten keys have been removed from the item pool (fifteen on harder difficulties). Big keys, maps and compasses remain dungeon-specific and have not been randomized outside of their respective dungeons.

Take-Any Caves

Five randomly chosen single-entrance caves/houses (which do not ordinarily lead to an item location) now lead to take-any caves. Four of these caves offer players the choice between a Heart Container and a Blue Potion refill, and the fifth leads to a sword upgrade (which has been taken from the item pool). This means there are only 3 swords to be found in the regular item pool. The Heart Containers are bonus ones in addition to the ones existing in the item pool. However it is not possible to have more than a total of 20 hearts. The Blue Potion refills require you to already have an empty bottle.

Entrance Shuffle

This setting randomizes where entrances lead. For example walking into Kakariko shop might take you to a fairy fountain, and so on. Different entrance types are grouped together and then each group is randomized. How entrances are grouped depends on which shuffle you choose. Overworld transitions are never randomized by this setting.

Multi-entrance caves/dungeons exhibit some specific behaviours, unless noted otherwise:

  • All entrances remain coupled. This means exiting one of these caves/dungeons will take you back to the entrance from which it was entered.
  • All entrances for a given multi-entrance cave/dungeon are confined to appear within the same world (i.e. they do not connect the Light World and the Dark World).

Link’s House and the south-facing entrance leading to the back of Kakariko bar are not randomized. Note that on Inverted World State that Link’s House exits to a random overworld location (instead of at the Bomb Shop) and both Link’s House and the Bomb Shop are randomized.

None

No entrances are randomized. All entrances lead to their original locations.

Lite

This is intended to be a beginner-friendly introduction to playing Entrance Randomizer. It focuses on reducing low-percentage world traversal in late-game dungeons while reducing the number of entrances needing to be checked.

This mode groups entrances into types and shuffles them freely within those groups:

  • Dungeons and Connectors (Multi-Entrance caves)
  • Item Locations (Single-Entrance caves with an item, including the potion shop and bomb shop, and including other shaps only if Shopsanity is enabled)
  • Dropdowns and their associated exits (Skull Woods dropdowns are handled the same as in Crossed)
  • Non-item Locations (junk locations) all remain vanilla

Lite mode shuffles all connectors same-world, to limit bunny traversal, and to prevent low-percentage enemy and boss combat, some dungeons are confined to specific worlds:

The following dungeons are guaranteed to be in the Light World:

  • Hyrule Castle
  • Eastern Palace
  • Desert Palace
  • Tower of Hera
  • Agahnim's Tower

The following dungeons are guaranteed to be in the Dark World:

  • Ice Palace
  • Misery Mire
  • Turtle Rock
  • Ganon's Tower

Lean

This mode is intended to be a more refined and more competitive format to Crossed. It focuses on reducing the number of entrances needing to be checked, while giving the player unique routing options based on the entrance pools defined below, as opposed to needing to check all remaining entrances. The dungeons and connectors can connect cross-world.

This mode groups entrances into types and shuffles them freely within those groups:

  • Dungeons and Connectors (Multi-Entrance caves)
  • Item Locations (Single-Entrance caves with an item, including the potion shop and bomb shop, and including other shaps only if Shopsanity is enabled)
  • Dropdowns and their associated exits (Skull Woods dropdowns are handled the same as in Crossed)
  • Non-item Locations (junk locations) all remain vanilla

Simple

This setting uses the highest number of entrance type groupings. This restricts how thoroughly different entrances are randomized with the intention of keeping things simple.

Single-Entrance Dungeons

All entrances are grouped and randomized with each other. This includes the final section of Skull Woods (leading to the boss) but does not include any other Skull Woods entrances.

Multi-Entrance Dungeons (excluding Skull Woods)

Each of the 4 entrances of Hyrule Castle, Desert Palace and Turtle Rock remain grouped together. Each group of 4 are randomized with each other using a static mapping. For example if Hyrule Castle and Desert Palace are randomized with each other, the main entrance of Desert Palace will lead to the main entrance of Hyrule Castle, the left entrance of Desert Palace will lead to the left entrance of Hyrule Castle, and so on. However Hyrule Castle is not randomized on Standard World State.

Skull Woods (excluding final dungeon entrance)

All entrances (including all of the holes) remain confined to the Skull Woods overworld region and are randomized with each other. Skull-entrances are randomized with skull-entrances; and holes are randomized with holes.

Single-Entrance Caves

All entrances are grouped and randomized with each other. This does not include any of Light World Death Mountain. Example: houses.

Multi-Entrance Caves

All entrances are grouped and randomized with each other. Locations that are originally spanned by two-entrance caves (e.g. Kakariko Elder’s House) will remain connected to each other via a two-entrance cave. This does not include any of Light World Death Mountain.

Light World Death Mountain

All entrances remain confined to the Light World Death Mountain overworld region and are randomized with each other. Note that the entrance to Death Mountain (via the cave where the Old Man is lost) is also not randomized.

Overworld Holes (excluding those in Skull Woods)

All holes are grouped and randomized with each other. Holes and their associated cave entrance remain paired together. For example falling in a hole and exiting will take you to the overworld cave associated with that hole, regardless of which interior rooms the hole led to.

Restricted

As in Simple except all non-dungeon entrances (including all single-entrance caves, all multi-entrance caves, and all of Light World Death Mountain) are grouped together and randomized with each other. This includes the entrance to Death Mountain.

Full

As in Restricted except all dungeons (including single-entrance and multi-entrance) are also grouped together with all non-dungeon entrances and randomized with each other.

Crossed

As in Full except caves and dungeons with multiple entrances are no longer confined to all appear within the same world. This means they can link the Light World to the Dark World.

Insanity

As in Crossed except all entrances and holes are decoupled from each other (excluding single-entrance caves and the Skull Woods overworld region). This means exiting the way you entered will take you somewhere entirely different. However all single-entrance caves can still only exit to the same location from which they were entered. All overworld holes are no longer paired. All Skull Woods entrances remain confined to the Skull Woods overworld region (excluding the final dungeon entrance).

Door Shuffle

This setting randomizes where connections within a dungeon lead. Rooms that share a supertile continue to stay together on that supertile.

With this setting enabled, you will start with a mirror scroll, which functions as a mirror that only functions in dungeons and cannot erase blocks.

Dark rooms are never considered to be in logic without the lantern.

None

No door connections are randomized. All connections lead to their original locations.

Basic

Doors are mixed within a single dungeon.

Crossed

Doors are mixed betweeen all dungeons.

Door Shuffle Intensity

This setting controls how much of a dungeon is shuffled by Door Shuffle.

1: Normal

Normal doors and spiral staircases are shuffled.

2: Open Edges

In addition to 1: Normal, open edges and straight staircases are shuffled.

3: Lobbies

In addition to 2: Open Edges, dungeon lobbies are shuffled.

Overworld Layout Shuffle

This setting randomizes transitions on the overworld.

None

No overworld transitions are randomized. All transitions lead to their original locations.

Parallel

Overworld transitions are shuffled, but both worlds will have the same pattern/shape.

Full

Overworld transitions are shuffled, and each world will have an independent map shape.

Overworld Crossed

This setting allows overworld connections to be shuffled cross-world.

Polar and Grouped both are guaranteed to result in two separated planes of tiles. To navigate to the other, you have the following methods: 1) normal portals, 2) mirroring on dark world tiles, and 3) fluting to a light world tile that was previously unreachable.

Limited and Chaos are not bound to a two-plane framework. This means that it could be possible to travel on foot to every tile without entering a normal portal.

None

All overworld transitions will remain same-world.

Polar

Only effective if Overworld Tile Swap is enabled. Enabling Polar preserves the original/vanilla connections even when tiles are swapped/mixed. This results in a completely vanilla overworld, except that some tiles will transform Link to a Bunny (as per Mixed swapping some tiles to the other world). This offers an interesting twist on Mixed where you have a pre-conditioned knowledge of the terrain you will encounter, but not necessarily be able to do what you need to do there. (See Overworld Tile Swap for more details.)

Grouped

This option shuffles connections cross-world in the same manner as Overworld Tile Swap, the connections leading in and coming out of a group of tiles are crossed. Unlike Polar, this uses a different set of tile groups as a basis of crossing connections, albeit the same rule govern which groups of tiles must cross together. (See Overworld Tile Swap for more details.)

Limited

Every transition independently is a candidate to be chosen as a cross-world connection; however, only 9 transitions become crossed (in each world). This option abides by the Overworld Keep Similar option and will guarantee same effect on all edges in a similar edge group if enabled. If a similar edge group is chosen from the pool of candidates, it only counts as one portal, not multiple.

Note: Only parallel connections (a connection that also exists in the opposite world) are considered for cross-world connections, which means that the same connection in the opposite world will also connect cross-world.

Chaos

Same as Limited, except that there is no limit to the number of cross-world connections that are made. Each transition has an equal 50/50 chance of being a crossed connection.

Overworld Keep Similar

When enabled with Overworld Layout Shuffle, similar edge transitions will stay together. For example, the two west edges on Potion Shop with be paired with another similar pair.

Overworld Tile Swap

When enabled, OW tiles are randomly chosen to become a part of the opposite world. When on the Overworld, there will be an L or D in the upper left corner, indicating which world you are currently in. Mirroring still works the same, you must be in the DW to mirror to the LW.

Flute Shuffle

This setting randomizes the flute spot destinations.

None

All flute spots remain unchanged.

Balanced

New flute spots will be generated but prevents flute spots from being on any adjacent screen.

Random

New flute spots will be generated with minimal bias.

Boss Shuffle

None

Bosses are not randomized. All bosses remain in their original dungeons.

Simple

All original bosses (except both Agahnim’s and Ganon) are randomized including the 3 Ganon’s Tower refights. Therefore the shuffle includes two sets of Armos Knights, Lanmolas’ and Moldorm. This means Ganon’s Tower can contain 3 random bosses!

Full

Same as Simple except the 3 bosses which appear twice are chosen randomly.

Random

All bosses are chosen entirely at random. You may see one boss multiple times and some bosses may not feature at all.

Enemy Shuffle

None

Enemies are not randomized. All enemies remain in their original locations.

Shuffled

All enemies are randomized but there are some caveats to note:

  • Not all enemies can appear everywhere due to game limitations.
  • Rooms where killing all enemies is required will never include enemies which need specific weapons to kill (e.g. Mimics requiring Bow, etc)
  • Thieves’ can now be killed.
  • Tile rooms are not randomized.
  • Enemies under bushes are not randomized.

Random

Same as Shuffled except enemies under bushes, as well as the percentage chance that they spawn an enemy, are also randomized. This may not seem like much of a difference but in practice it affects playability drastically. In addition tile rooms spawn tiles in random patterns and Thieves’ have a 50% chance for being killable or invincible.

Hints

Enable or disable hints which can be found on the telepathic tiles throughout the world.

Difficulty

Swords

Randomized

All four Progressive Swords are randomly shuffled into the game. If this setting is combined with Standard World State then your Uncle will always have one of the following:

  • Sword
  • Hammer
  • Bow + Full Arrow Refill
  • 10 Bombs
  • Fire Rod + Full Magic Refill
  • Cane of Somaria + Full Magic Refill
  • Cane of Byrna + Full Magic Refill

If you run out of ammo or magic then a save and quit will partially refill you so that you may progress.

Assured

Link starts with a sword already equipped! Perhaps he hid it under his pillow?

Vanilla

All four swords are in their original game locations. These are:

  • Link’s Uncle
  • Master Sword Pedestal
  • Rescuing Blacksmith
  • Pyramid Faerie

Swordless

All swords are removed from the game and replaced with 20 rupees. Multiple changes have been made for this to work:

  • Ganon can be damaged with the Hammer.
  • Both Progressive Bows are always in the item pool.
  • The bat barrier outside Aghanim’s Tower can now be broken with the Hammer.
  • The curtains/vines inside Skull Woods and Agahnim’s Tower are already open.
  • Ether and Bombos tablets require the Hammer and the Book of Mudora.
  • Medallions can only be used to open Misery Mire and Turtle Rock, or to progress through Ice Palace. They only work where their emblems indicate.
  • Swords have been replaced with copies of 20 rupees

Pseudo-Swords

All swords have been replaced with vaguely-sharpened sticks that will only ever do 1 damage. Ganon is fought with the hammer as in swordless, and both progressive bows are always in the item pool.

Assured Pseudo-Swords

Same as Pseudo-Swords, except Link starts with what now passes for a sword. Perhaps he used it as his pillow?

Item-Only Modes

The following rules apply to all of the item-only modes listed below, which individual differences are indicated in the corresponding section.

In these modes, the specified item is the only weapon, and all swords are replaced with upgrades for that item. Multiple changes have been made for this to work:

  • The specified item initially deals the same damage as the fighter sword; each upgrade progresses damage through master sword, tempered sword, and golden sword damage.
  • All bosses (including Ganon) can now be damaged by the item (once at the appropriate level).
  • All other weapons do no damage in most cases, except for the following:
    • Red eyegores and mimics must still be killed with the bow.
    • Freezors must still be killed with either the fire rod or Bombos.
    • Agahnim's energy balls must still be reflected with the hammer or bugnet.
    • Helmasaur King's mask must still be destroyed with either bombs or the hammer.
    • Kholdstare's initial phase still requires either the fire rod or Bombos.
    • Trinexx's side heads still require the appropriate rod to make them vulnerable, but the rod will not damage them further.
    • Hookshot and boomerang can still stun enemies that would noramlly be stunned, and will instead stun enemies that would normally be damaged.
    • The magic powder can still transform enemies into blobs or fairies.
    • Bees and thrown objects (including bushes, rocks, and signs, but not blocks created with the Cane of Somaria) still deal their normal damage.
  • The bat barrier outside Agahnim’s Tower can now be broken with the specified item if at least of level 2.
  • Ether and Bombos tablets require the item to be at least level 2 and the Book of Mudora.
  • The curtains/vines inside Skull Woods and Agahnim’s Tower are already open.
  • Medallions can always be used instead of requiring a sword, but note that they will only affect enemies that would normally be stunned, blobbed, or frozen; enemies that would be killed will be unaffected.

Bomb-Only

This mode uses bombs as the only weapon, following all of the item-only mode changes as listed above, with the following additions:

  • Link will obtain an infinite supply of bombs once he finds his first bomb upgrade.
  • Bombs can be detonated early with the B button.
  • Helmasaur King's mask cannot be destroyed with the hammer; you must use bombs.
  • Bomb drops from the item pool have been replaced with refill hearts. All other bomb drops have been replaced with rupees.

Bomb-Only (Starting Bombs)

Same as Bomb-Only, except Link starts with bombs already equipped! Perhaps he hid them in his pillow?

Byrna-Only

This mode uses the Cane of Byrna as the only weapon, following all of the item-only mode changes as listed above, with the following additions:

  • The Cane of Byrna does not consume any magic, either over time or on initial activation.
  • The Cane of Byrna does not grant invulnerability, except while in the following rooms:
    • The spike rooms in Ice Palace and Misery Mire
    • The laser bridge in Turtle Rock
    • The spike cave on the west side of Death Mountain in the dark world

Byrna-Only (Starting Cane)

Same as Byrna-Only, except Link starts with the Cane of Byrna already equipped! Perhaps he found it in his uncle's closet?

Somaria-Only

This mode uses the Cane of Somaria as the only weapon, following all of the item-only mode changes as listed above, with the following addition:

  • The Cane of Somaria does not consume any magic.

Somaria-Only (Starting Cane)

Same as Somaria-Only, except Link starts with the Cane of Somaria already equipped! Perhaps he found it in his uncle's closet?

Canes-Only

This mode uses the two canes (Cane of Byrna and Cane of Somaria) as the only weapons. All of the item-only mode changes listed above apply, with the following additions:

  • The Cane of Byrna and Cane of Somaria each exist once in the item pool, as do three Cane Upgrades. Each Cane Upgrade will increase the level of damage done with both canes, but Link cannot use either cane until he finds it.
  • The Cane of Somaria does not consume any magic.
  • The Cane of Byrna does not consume any magic, either over time or on initial activation.
  • The Cane of Byrna does not grant invulnerability, except while in the following rooms:
    • The spike rooms in Ice Palace and Misery Mire
    • The laser bridge in Turtle Rock
    • The spike cave on the west side of Death Mountain in the dark world

Item Pool

Normal Hard Expert
Maximum Health 20 14 8
Heart Containers 11 7 3
Heart Pieces 24 16 8
Maximum Mail Red Green Green
Maximum Sword Gold Tempered Master
Maximum Shield Mirror Fire Fighter’s
Maximum Bow Silver Normal Normal
Maximum Bow (Swordless) Silver Silver Silver
Arrow / Bomb Capacity Upgrades 7 0 0

Item Functionality

Normal Hard Expert
Potion Magic Refilltooltip 100% 50% 25%
Potion Hearts Refill tooltip 20 7 4
Bug Net Catches Faeries Yes No No
Magic Powder on Bubbles Faerie Heart Heart
Cape Magic Consumption Rate Normal 2x 2x
Byrna Grants Invincibility Yes No No
Boomerangs Stun Enemies Yes No No
Hookshot Stuns Enemies Yes Yes No
Silver Arrows are disabled everywhere except for in Ganon’s room. No Yes Yes

Enemy Damage

Default

The damage dealt by enemies are not randomized.

Shuffled

The damage dealt by enemies are randomized between enemy types. For example the damage dealt by Octoroks and Ganon might be shuffled, meaning all Octoroks deal 8 hearts and Ganon only deals just 1 heart! Mail Upgrades still work as expected to reduce damage.

Random

The damage dealt by enemies is chosen randomly for each Mail Upgrade. This means it’s entirely random whether Mail Upgrades increase or decrease damage received. No mapping exists between different enemy types. All enemies could deal massive damage.

Enemy Health

Default

The health of enemies are not randomized.

Easy

All enemy health will be in the 1hp-4hp range (1-2 Fighter’s Sword slashes).

Hard

All enemy health will be in the 2hp-15hp range (1-8 Fighter’s Sword slashes). Note that on average enemies will have more health than in the original.

Expert

All enemy health will be in the 2hp-30hp range (1-15 Fighter’s Sword slashes). Almost all enemies will have considerably more health than in the original.

Cosmetic Settings (post generation)

Heart Speed

Change the speed of the beep when Link is low on health.

Play As

Change the sprite you play as (e.g. play as a tea cup instead of Link).

Menu Speed

Change the speed of opening and closing the item menu. This is not available for race ROMs.

Heart Color

Change the color of your hearts. Choices are restricted due to game limitations.

Background Music

Enable or disable the background music, including MSU-1 playback. MSU-1 users should leave this enabled.

MSU-1 Resume

Enables the MSU-1 music resume feature. This feature allows the track that was playing to resume where it left off when re-entering the overworld.

Shuffle SFX

Randomizes the sound effects within the game. This means everything can sound like anything else. Enable with caution!

Item Quickswap

Allow items to be changed with the L and R buttons without opening the menu.

Palette Shuffle

Randomizes the colour palettes within the game. This means everything can look extremely bizarre. Enable with caution!

Reduce Flashing

Severely reduces the intensity of in-game flashing effects, or outright disables them. Please use caution, your photosensitivity to effects may still vary.

Item Pool

  • 11x Big Key
  • 1x Bombos
  • 1x Book Of Mudora
  • 1x Boomerang
  • 4x Bottle (filled with assorted things)
  • 1x Bug Catching Net
  • 1x Cane Of Byrna
  • 1x Cane Of Somaria
  • 11x Compass
  • 12x Dungeon Map
  • 1x Ether
  • 1x Fire Rod
  • 1x Flippers
  • 1x Flute
  • 1x ½ Magic
  • 1x Hammer
  • 11x Heart Container
  • 1x Hookshot
  • 1x Ice Rod
  • 29x Small Key
  • 1x Lamp
  • 1x Magic Cape
  • 1x Magic Mirror
  • 1x Magic Powder
  • 1x Magical Boomerang
  • 1x Moon Pearl
  • 1x Mushroom
  • 1x Pegasus Boots
  • 24x Piece Of Heart
  • 2x Progressive Armor
  • 2x Progressive Bow
  • 2x Progressive Glove
  • 3x Progressive Shield
  • 4x Progressive Sword
  • 1x Quake
  • 1x Shovel
  •  
  • 12x Ten Arrows
  • 1x Single Arrow
  • 1x Ten Bombs
  • 16x Three Bombs
  • 5x Three Hundred Rupees
  • 1x One Hundred Rupees
  • 7x Fifty Rupees
  • 28x Twenty Rupees
  • 4x Five Rupees
  • 2x One Rupee