This setting requires no knowledge of any glitches.
This setting requires knowledge of certain major glitches (on the overworld) as well as knowledge of most minor glitches. Specifically:
This setting requires knowledge of all glitches used in Overworld Glitches, as well as glitches in the underworld that can clip you into other dungeons. Specifically:
Some additional changes have also been made:
This setting requires knowledge of more advanced major glitches, as well as all glitches listed above. Specifically:
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).
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.
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.
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.
All dungeons items are locked to their respective dungeons but are randomized within each dungeon.
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 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.
Maps, compasses, small keys and big keys are no longer locked to their respective dungeons (although may still end up there).
Controls whether there are any restrictions on what items can be placed on bosses.
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.
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.
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.
Keys dropped by enemies are shuffled and other items can take their place.
Bonk drops from trees, rocks, and statues are shuffled with the item pool.
This setting controls how items under pots are shuffled and whether other items can take their place.
All pots remain unchanged.
Key pots are included in the location pool and other items can take their place.
Only pots in houses and caves are included in the location pool.
Both pots in houses and caves and key pots are included in the location pool.
Same as KeyCaves + 25% of pots in dungeons (dynamic mode).
Same as KeyCaves + 50% of pots in dungeons (dynamic mode).
All pots that are not originally empty are included in the location pool.
Only pots in dungeons are included in the location pool.
All pots are part of the location pool.
When enabled, shop contents are shuffled in the main item pool and other items can take their place.
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.
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.
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.
This setting requires collection of the 3 pendants in order to pull the Triforce from the pedestal in the Lost Woods.
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.
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.
The Triforce has been shattered into 50 pieces and scattered throughout Hyrule! You must first collect 40 of the 50 pieces, and only then will Ganon be vulnerable to your attacks! Like Fast Ganon, the hole leading to Ganon has been made permanently accessible. This goal is not available if entrances are randomized.
This setting requires collection of all items and 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.
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.
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.
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.
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).
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.
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:
However there are other modifications to the game world which were required in order to ensure this concept worked properly:
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.
This setting is a throwback to the original The Legend of Zelda. The main concept includes:
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 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.
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.
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:
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.
No entrances are randomized. All entrances lead to their original locations.
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:
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:
The following dungeons are guaranteed to be in the Dark World:
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:
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.
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.
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.
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.
All entrances are grouped and randomized with each other. This does not include any of Light World Death Mountain. Example: houses.
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.
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.
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.
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.
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.
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.
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).
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.
No door connections are randomized. All connections lead to their original locations.
Doors are mixed within a single dungeon.
Doors are mixed betweeen all dungeons.
This setting controls how much of a dungeon is shuffled by Door Shuffle.
Normal doors and spiral staircases are shuffled.
In addition to 1: Normal, open edges and straight staircases are shuffled.
In addition to 2: Open Edges, dungeon lobbies are shuffled.
This setting randomizes transitions on the overworld.
No overworld transitions are randomized. All transitions lead to their original locations.
Overworld transitions are shuffled, but both worlds will have the same pattern/shape.
Overworld transitions are shuffled, and each world will have an independent map shape.
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.
All overworld transitions will remain same-world.
Only effective if Overworld Tile Flip 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 Flip for more details.)
This option shuffles connections cross-world in the same manner as Overworld Tile Flip, 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 Flip for more details.)
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.
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.
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.
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.
This setting randomizes the flute spot destinations.
All flute spots remain unchanged.
New flute spots will be generated but prevents flute spots from being on any adjacent screen.
New flute spots will be generated with minimal bias.
When enabled, Whirlpool connections will be shuffled and paired together.
Bosses are not randomized. All bosses remain in their original dungeons.
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!
Same as Simple except the 3 bosses which appear twice are chosen randomly.
All bosses are chosen entirely at random. You may see one boss multiple times and some bosses may not feature at all.
Enemies are not randomized. All enemies remain in their original locations.
All enemies are randomized but there are some caveats to note:
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.
Note: this has now been changed so thieves will still always be killable.
Enable or disable hints which can be found on the telepathic tiles throughout the world.
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:
If you run out of ammo or magic then a save and quit will partially refill you so that you may progress.
Link starts with a sword already equipped! Perhaps he hid it under his pillow?
All four swords are in their original game locations. These are:
All swords are removed from the game and replaced with 20 rupees. Multiple changes have been made for this to work:
Same as Swordless, except most Y items can be equipped to the B button by pressing B in the item menu.
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.
Same as Pseudo-Swords, except Link starts with what now passes for a sword. Perhaps he used it as his pillow?
The following rules apply to all of the item modes listed below, with individual differences as indicated in the corresponding section.
In these modes, the specified item is the main weapon, and all swords are replaced with upgrades for that item. Multiple changes have been made for this to work:
This mode uses bombs as the only weapon, following all of the item mode changes as listed above, with the following additions:
Same as Bomb-Only, except Link starts with bombs already equipped! Perhaps he hid them in his pillow?
This mode uses the Cane of Byrna as the main weapon, following all of the item mode changes as listed above, with the following additions:
Same as Byrna Mode, except Link starts with the Cane of Byrna already equipped! Perhaps he found it in his uncle's closet?
This mode uses the Cane of Somaria as the main weapon, following all of the item mode changes as listed above, with the following additions:
Same as Somaria Mode, except Link starts with the Cane of Somaria already equipped! Perhaps he found it in his uncle's closet?
This mode uses the two canes (Cane of Byrna and Cane of Somaria) as the main weapons. All of the item mode changes listed above apply, with the following additions:
This mode uses the Bug Net as the main weapon, following all of the item mode changes as listed above, with the following additions:
Same as Bug Net Mode, except Link starts with the Bug Net already equipped! Perhaps he stole it from a nearby kid?
This mode replaces Link's sword with the ability to summon friendly bees to damage enemies. Multiple changes have been made for this to work:
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 |
Normal | Hard | Expert | |
---|---|---|---|
Potion Magic Refill | 100% | 50% | 25% |
Potion Hearts Refill | 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 |
The damage dealt by enemies are not randomized.
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.
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.
The health of enemies are not randomized.
All enemy health will be in the 1hp-4hp range (1-2 Fighter’s Sword slashes).
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.
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.
Enable or disable starting with the flute.
Enable or disable starting with the boots.
Change the speed of the beep when Link is low on health.
Change the sprite you play as (e.g. play as a tea cup instead of Link).
Change the speed of opening and closing the item menu. This is not available for race ROMs.
Change the color of your hearts. Choices are restricted due to game limitations.
Enable or disable the background music, including MSU-1 playback. MSU-1 users should leave this enabled.
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.
Randomizes the sound effects within the game. This means everything can sound like anything else. Enable with caution!
Allow items to be changed with the L and R buttons without opening the menu.
Randomizes the colour palettes within the game. This means everything can look extremely bizarre. Enable with caution!
Severely reduces the intensity of in-game flashing effects, or outright disables them. Please use caution, your photosensitivity to effects may still vary.