The Legend of Zelda - Phantom Hourglass

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
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0
0
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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. **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and some locations may be inaccessible.
0
0
25
0

goal_requirements

The goal to accomplish in order to unlock the endgame specified in 'bellum_access' - Triforce_door: Open the triforce door on TotOK B6. Leftover from pre-alpha - complete_dungeons: complete dungeons to unlock the endgame - metal_hunt: collect a specified number of metals to unlock the endgame
0
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0
0

bellum_access

What unlocks after you reach your goal requirement. For bellum options, game completion is sent on entering the credits. - spawn_phantoms_on_b13: getting your goal requirement spawns the phantoms on TotOK B13, and killing them gives you bellum access. You will have to run TotOK to the bottom after getting your goal requirement - unlock_staircase: getting your goal requirement unlocks the staircase to bellum. The phantoms on B13 spawn by default, and killing them unlocks the warp for later - warp_to_bellum: getting your goal requirement spawns the warp to bellum in TotOK. The phantoms are spawned by default, and the staircase to bellum is blocked off until reaching the goal - spawn_bellumbeck: getting your goal requirement spawns the ruins of the ghost ship in the SW quadrant, and you can skip bellum 1 and the ghost ship fight - win: reaching your goal requirement wins the game
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0
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0

dungeons_required

How many dungeons are required to access the endgame. Max is 6 unless you add Ghost ship and TotOK with their own options below If metal hunt is enabled, this only effects what dungeons are excluded or not
This is a range option.

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

exclude_non_required_dungeons

Non-required dungeons won't have progression or useful items. Does not apply to TotOK.
0
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0

Ghost Ship in Dungeon Pool

Choose whether the ghost ship can be in the dungeon reward pool - rescue_tetra: the dungeon reward, if rolled, will be on using the ghost key - cubus_sisters: the dungeon reward will be on defeating the cubus sisters - false: the ghost ship cannot be rolled for the required dungeon pool
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0

TotOK in Dungeon Pool

Choose whether the NE Sea Chart chest on B13 of Temple of the Ocean King is in the dungeon reward pool
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0

metal_hunt_required

Number of metals required to win if metal hunt is enabled The item group 'Metals' can be used to specify all metals for generic settings, like local_items Setting too high of a value can max the item pool depending on other settings, this will fail generation
This is a range option.

Accepted values:
Normal range: 0 - 50
0
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0
0
0
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0

metal_hunt_total

Total number of metals in the pool if metals are enabled If less than required metals, it is set to the required metal count Setting too high of a value can max the item pool depending on other settings, this will fail generation
This is a range option.

Accepted values:
Normal range: 0 - 50
0
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0
0
0
0
0

logic

Logic options: - Normal: Glitches not in logic. - Hard: Includes some cool unconventional uses of pots, tricky enemy fights and Molida Archery 2000 - Glitched: Hammer clips, chu camera displacement and clever use of items in logic Be careful, using glitches on normal logic can cause key-related softlocks Full coverage of tricks included can be found here https://github.com/carrotinator/Archipelago/blob/main/worlds/tloz_ph/docs/tricks_and_skips.md
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phantom_combat_difficulty

Option for what you need to kill phantoms in logic - require_phantom_sword: need phantom sword - require_traps: need a pit trap or boulder - require_stun: require a method of stunning, and an open pit to push into. Includes bow, hammer, and sword + 2 progressive spirits of power - require_weapon: all of the above plus grappling hook
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0

Boat Requires Sea Chart

If True, heading out to sea from mercay requires the SW sea chart. WARNING! If set to False and you travel without a sea chart, you can't come back without warping to start. Frogs require their sea chart to work
0
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0

Key Settings

Small Key Logic options - vanilla: Keys are not randomized - in_own_dungeon: Keys can be found in their own dungeon - anywhere: Keysanity. Keys can be found anywhere You can use the item group "Small Keys" to specify further key options
0
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0

randomize_minigames

Randomize the following minigames: - Bannan Cannon Game - Molida Archery - Dee Ess Goron Game - Maze Island Main Rewards - Prince of Red Lions Fight if the hint option is on, all minigame rewards will be hinted for on entering their scene
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randomize_frogs

Ramdomize golden cyclone frogs - vanilla: shooting a frog gives their warp spot - start_with: start with all warps unlocked. Frogs are not checks. You don't start with cyclone slate unless it's in starting_items. You also need their respective sea charts to actually warp. - randomize: frog glyphs are random and frogs are checks
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randomize_fishing

Adds checks for catching the 6 fish you can catch at sea, and handing in 4 fish to the wayfarer on bannan island. The hint option also gives free hints for the catching fish checks on entering the wayfarers hut on bannan island.
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randomize_salvage

Randomize all 31 treasure maps and salvage locations! Hint option gives you a hint for the location on receiving the map item
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randomize_harrow

Choose whether to randomize the rng hell checks on harrow island If enabled, the hint option with give you hints on entering the island
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randomize_rupee_dig_spots

Randomize dig spots that give 100-300 rupees
0
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randomize_triforce_crest

When enabled, The Triforce Crest on the big red door in TotOK B6 will turn into an item and be randomized. When disabled, the door will always be open
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0

randomize_beedle_membership

Adds locations to the five membership cards in Beedle's shop, point items to help reach their thresholds and adds the Freebie Card, Complimentary Card and Compliment card to the pool Point thresholds are at 0, 20, 50, 100 and 200. - no_beedle_points: don't randomize this - cards_only: adds the Freebie, Comploment and Complimentary cards to the item pool, but doesn't randomize Membership thresholds - randomize: randomizes the beedle membership levels. You will only be logically expected to buy the first level. - randomize_with_grinding: randomizes the beedle membership levels. If you have a farmable source of rupees, the game can expect you to farm 20 000 rupees and use time travelling to buy out his stock day after day. Don't pick unless you know what you're signing up for
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randomize_masked_beedle

Choose whether to randomize the masked beedle ship. You may need to change time of day for this. Masked beedle appears between 10pm and midnight on weekdays or 10am and noon on weekends.
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dungeon_hints

Receive hints for your required dungeons - false: no hints - oshus: oshus gives dungeon hints - totok: entering totok gives dungeon hints
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hint_shops

Get hints for shop items you currently can buy Includes island shops, Beedle, masked Beedle and Eddo
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hint_spirit_island

Get hints for spirit island upgrades on entering the shrine - all: get hints for all upgrades - level_two: only get hints for the 2nd level upgrades - none: don't receive hints
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Fog Settings

Choose when the fog exists in the NW Quadrant WARNING! The game crashes if you exit out to the NW quadrant with the spirits out. Enter and exit the ghost ship to remove them - no_fog: there's no fog in the NW quadrant. You need all 3 spirits to find the ghost ship - vanilla_fog: fog exists until you defeat the ghost ship, you have to take the twisty route to NW - open_ghost_ship: fog exists until you beat the ghost ship, and you don't need the spirit items to find it.
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skip_ocean_fights

The Massive Eye fight before Goron Island, ice pillars around Isle of Frost and Giant Eye Plant before Bannan trade quest item are removed, and cannon isn't required for those locations
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zauz_required_metals

How many rare metals you need to have obtained for zauz to give the phantom blade forging check If the value is greater than the number of required dungeons/total metal hunt items, the value will be the number of dungeons/total metals
This is a range option.

Accepted values:
Normal range: 0 - 30
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spirit_gem_packs

Instead of having 20 individual spirit gems of each type, you get them in packs of n
This is a range option.

Accepted values:
Normal range: 1 - 20
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additional_spirit_gems

Adds additional spirit gems/packs to the pool. At 0 there will be exactly enough to get both upgrade locations Can cause generation errors if too many locations are excluded
This is a range option.

Accepted values:
Normal range: 0 - 5
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ph_time_logic

Logic Requirements for Sand of Hours in Temple of the Ocean King - beginner: double the time requirement of easy. Expects you to get everything with ~10 minutes - easy: each check has a time requirement based on walking to each location. Does not take yellow pots into account. Expects you to get everything with ~5 minutes - medium: half of the easy times. Expects you to get everything with ~2.5 minutes - hard: a quarter of the easy times. Expects you to get everything with ~1.25 minutes - ph_only_b1: only the phantom hourglass item is required for checks past b1, checks above that are always in logic - ph_only_b4: only the phantom hourglass item is required for checks past b4, checks above that are always in logic - no_logic: Sand of Hours does not effect logic
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ph_required

Whether you need the phantom hourglass to make use of Sand of Hours. If false the Phantom Hourglass functions like one big optional time item. Hearts still count for time logic if True
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Phantom Hourglass Starting Time

How much time given by the Phantom Hourglass item. There is one in the pool.
This is a range option.

Accepted values:
Normal range: 0 - 5999
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ph_heart_time

How much to value hearts as sand in Temple of the Ocean King, in seconds. Counts 2 out of your 3 starting hearts. Standing in the open, each heart depletes after 9 seconds. Keep in mind that hearts in pots respawn infinitely
This is a range option.

Accepted values:
Normal range: 0 - 60
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Increment for each Sand of Hours

How much time to get for each sand of hours upgrade, in seconds. It will try and create more upgrades items than you need. You don't need to have found the Phantom Hourglass to make use of the upgrades If you exclude as many locations as possible, and have 30 metal items, generation breaks at 6 seconds
This is a range option.

Accepted values:
Normal range: 0 - 5999
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additional_metal_names

If there are more than 3 rare metals in the pool, what should the additional items be called? - vanilla_only: additional metals are duplicate vanilla metals - additional_rare_metal: additional metals are all called "Additional Rare Metal" - custom_metals: additional metals are chosen randomly from a pre-defined list of names I made up. The names are based on color words ending in "ine". Some examples are "Verdantine", "Lavendine" and "Amberine". Currently there 30 metal names defined. - custom_metals_unique: same as custom metals, but there can only be 1 of each item. Additional metals will be named "Additional Rare Metal"
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remove_items_from_pool

Removes specified amount of given items from the item pool, replacing them with random filler items. This option has significant chances to break generation if used carelessly, so test your preset several times before using it on long generations. Use at your own risk!
This option needs to be configured manually in the YAML file.

Death Link

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

Start Inventory from Pool

Start with these items and don't place them in the world. 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 needs to be configured manually in the YAML file.

Plando Items

Generic items plando.
This option needs to be configured manually in the YAML file.