The Minish Cap

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

Deathlink is Gameover

If disabled, deathlinks are sent when reaching 0HP, before a fairy is used. Received deathlinks will drop you to 0HP, using a fairy if you have one. If enabled, deathlinks are only sent when reaching the gameover screen. Received deathlinks will also send you straight to a gameover, fairy or not.
25
0
0

Vaati Goal

If enabled, DHC will open after completing Pedestal. Kill Vaati to goal. If disabled, complete Pedestal to goal. DHC/Vaati is unnecessary.
0
25
0

Required Elements to Pedestal

How many elements are required to activate Pedestal? If GoalVaati is on then you need this many elements before DHC opens, otherwise you goal immediately upon having this many elements (and other goal conditions) and entering sanctuary
This is a range option.

Accepted values:
Normal range: 0 - 4
0
25
0
0
0
0

Required Swords to Pedestal

What level of sword is required to activate Pedestal? If GoalVaati is on then you need at least this sword level before DHC opens, otherwise you goal immediately upon having this sword level (and other goal conditions) and entering sanctuary
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0

Required Dungeons to Pedestal

How many dungeons are required to activate Pedestal? If GoalVaati is on then you need this many dungeons cleared before DHC opens, otherwise you goal immediately upon having this many dungeons cleared (and other goal conditions) and entering sanctuary
This is a range option.

Accepted values:
Normal range: 0 - 6
25
0
0
0
0
0

Small Key Shuffle

Own Dungeon (false/default): Randomized within the dungeon they're normally found in Anywhere (true): Items are in completely random locations *Note: If using anything other than "anywhere" and you include small keys in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the keys have safely been added to your inventory from the pool.
25
0
0

Big Key Shuffle

Own Dungeon (default/false): Randomized within the dungeon they're normally found in Anywhere (true): Items are in completely random locations *Note: If using anything other than "anywhere" and you include big keys in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the keys have safely been added to your inventory from the pool.
25
0
0

Dungeon Maps Shuffle

Own Dungeon (default/false): Randomized within the dungeon they're normally found in Anywhere (true): Items are in completely random locations *Note: If using anything other than "anywhere" and you include dungeon maps in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the maps have safely been added to your inventory from the pool.
25
0
0

Dungeon Compasses Shuffle

Own Dungeon (default/false): Randomized within the dungeon they're normally found in Anywhere (true): Items are in completely random locations *Note: If using anything other than "anywhere" and you include dungeon compasses in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the compass has safely been added to your inventory from the pool.
25
0
0

Element Shuffle

Lock elements to specific locations Vanilla: Elements are in the same dungeons as vanilla Dungeon Prize (false/default): Elements are shuffled between the 6 dungeon prizes Anywhere (true): Elements are in completely random locations
0
25
0
0

Rupee-sanity

Add all rupees locations to the pool to be randomized. This setting will not shuffle Rupees that also belong to another pool, i.e. An underwater rupee will instead be randomized by shuffle_underwater
25
0
0

Shuffle Pots

Add all special pots that drop a unique item to the pool. Includes the LonLon Ranch Pot.
25
0
0

Shuffle Digging

Add all dig spots that drop a unique item to the pool.
25
0
0

Shuffle Underwater

Add all underwater items to the pool. Includes the ToD underwater pot
25
0
0

Traps Enabled

Traps may be placed around the world. Traps for local items will have their sprite randomized to a local item before pickup. When picked up it'll turn into an exclamation mark (!) and activate a specific trap such as spawning enemies, setting you on fire, freezing you, etc.
25
0
0

Random Bottles Contents

Put random contents into the shuffled bottles, these contents are never considered in logic
25
0
0

Early Weapon

Force a weapon to be in your sphere 1. The weapon placed will be random based off the enabled `weapon` options. Swords will always be one of the possible weapons placed.
25
0
0

Bombs are considered Weapons

Bombs can damage nearly every enemy, Bombs are never considered for Simon Simulations, and Golden Enemies. 'No': Bombs are not considered as Weapons. 'Yes': Bombs are considered as weapons for most regular enemy fights. 'Yes + Bosses': Bombs are considered as weapons for most enemy fights. Fighting Green/Blu Chu, Madderpillars and Darknuts require only 10 bomb bag. Gleerok, Mazaal and Scissor Beetles require at least 30 bomb bag. Octo and Gyorg cannot be defeated with bombs.
25
0
0
0

Bows are considered Weapons

Bow can damage most enemies, many enemies are very resilient to damage. Chu Bosses and Darknuts are Immune. 'false': Bows are not considered as Weapons. 'true': Bows are considered as weapons for most enemy fights. Bows are never considered for Chu Bossfights, Darknuts, Scissor Beetles, Madderpillar, Wizzrobes, Simon Simulations, and Golden Enemies.
25
0
0

Gust jar is considered a Weapon

Gust Jar can suck up various enemies like Ghini(Ghosts) and Beetles (The things that grab onto link). It can also grab objects and fire them like projectiles to kill enemies, some enemies or parts of enemies can be used as projectiles such as Helmasaurs and Stalfos. 'false': Gust Jar is never considered for killing enemies. 'true': Gust Jar is considered as weapons for all enemies that get sucked up by it, you are never expected to use objects as projectiles to kill enemies.
25
0
0

Lantern is considered a Weapon

The lit Lantern can instantly kill Wizzrobes by walking through them. 'false': Lantern is not considered as a Weapon. 'true': Lantern is considered as a weapon for fighting Wizzrobes.
25
0
0

Tricks

mitts_farm_rupees: Mole Mitts may be required to farm rupees by digging an infinitely respawning red rupee next to link's house bombable_dust: Bombs may be required to blow away dust instead of Gust Jar crenel_mushroom_gust_jar: The mushroom near the edge of a cliff on Mt Crenel may be required to be grabbed with the gust jar to climb higher light_arrows_break_objects: A charged light arrow shot may be required to destroy obstacles like pots or small trees bobombs_destroy_walls: Either a Sword or the Gust Jar may be required to blow up walls near Bobombs like_like_cave_no_sword: Opening the chests in the digging cave in Minish Woods, guarded by a pair of LikeLikes, may be required without a weapon boots_skip_town_guard: A very precise boot dash may be required to skip the guard blocking the west exit of town beam_crenel_switch: A switch across a gap on Mt Crenel must be hit to extend a bridge to reach cave of flames, hitting it with a sword beam may be required down_thrust_spikey_beetle: Spikey Beetles can be flipped over with a down thrust, which may be required to kill them dark_rooms_no_lantern: Dark rooms may require being traversed without the lantern. Link always has a small light source revealing his surroundings cape_extensions: Some larger gaps across water can be crossed by extending the distance you can jump (Release cape after the hop, then press and hold the glide) lake_minish_no_boots: Lake hylia can be explored as minish without using the boots to bonk a tree by jumping down from the middle island cabin_swim_no_lilypad: Lake Cabin has a path used to enter as minish, the screen transition can be touched by swimming into it cloud_sharks_no_weapons: The Sharks in cloud tops can be killed by standing near the edge and watching them jump off fow_pot_gust_jar: A pot near the end of Fortress can be grabbed with the gust jar through a wall from near the beginning of the dungeon pow_2f_no_cane: After climbing the first clouds of Palace, a moving platform can be reached with a precise jump pot_puzzle_no_bracelets: The Minish sized pot puzzle in Palace can be avoided by hitting the switch that drops the item at a later point in the dungeon dhc_cannons_no_four_sword: The Cannon puzzle rooms of DHC can be completed without the four sword by using a well timed bomb strat and sword slash dhc_pads_no_four_sword: The clone puzzles that press down four pads in DHC can be completed with less clones by shuffling across the pads dhc_switches_no_four_sword: The clone puzzle that slashes 4 switches in DHC can be completed with a well placed spin attack
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.