Twilight Princess

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
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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.
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0

Plando Items

Generic items plando.
This option cannot be modified here. Please edit your .yaml file manually.

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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0

Small Keys on Bosses

If disabled, Small keys cannot be placed on boss rewards
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Modify Shop Models

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, swap shop models with the items that are placed there.
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Item Pool / Location Settings

Golden Bugs

If enabled, golden bugs will be shuffled into the itempool. If disabled, bugs will be vanilla and agitha will not be progression
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Sky Characters

If enabled, sky characters will be shuffled into the itempool. If disabled, sky characters will be vanilla.
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Gifts from NPCs

If enabled, Gifts from NPCs can be progression items.
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Shop Items

If enabled, Shop Items can be progression items.
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Hidden Skills

If enabled, golden wolfs can be progression items. *Hidden skills will always be shuffled into item pool.
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Poe Shuffled

If enabled, Poes will be shuffled into the itempool. If disabled, Poes will be vanilla.
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Heart Pieces

If enabled, Heart Piece locations can contain progression items.
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Overworld Items

If enabled, Overworld locations can contain progression items. Cannot be disabled if Dungeon shuffle is disabled Note: Disabling may lead to generation failures as the possible location count is reduced dramtically.
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Dungeons Shuffled

If enabled, Dungeons locations can contain progression items. Cannot be disabled if Overworld shuffle is disabled
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Logic Settings

Logic Rules

Controls what types of tricks the logic can expect you to perform. - Glitchless: Only intended mechanics are required - Glitched: Some glitches may be required
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Castle Requirements

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Controls requirements for accessing Hyrule Castle. - Open: No requirements - Fused Shadows: Requires all Fused Shadows - Mirror Shards: Requires all Mirror Shards - All Dungeons: Requires completing all dungeons - Vanilla: Beat Palace of Twilight Note: Choosing All Dungeons or Vanilla will force dungeons items to be in Hyrule Castle if Any Dungeon is chosen for them This also removes Hyrule castle from list of dungeons for other of that dungeon item to be in
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Palace Requirements

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Controls requirements for accessing Palace of Twilight. - Open: No requirements - Fused Shadows: Requires all Fused Shadows - Mirror Shards: Requires all Mirror Shards - Vanilla: Beat City in the Sky Note: Choosing Vanilla will force dungeons items to be in Palace of Twilight if Any Dungeon is chosen for them This also removes Palace of Twilight from list of dungeons for other of that dungeon item to be in
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Faron Woods Logic

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Controls logic for accessing Faron Woods. - Open: No special requirements - Closed: Requires forest temple to be beaten before leaving faron woods Note: Choosing Closed will force dungeons items to be in Forest Temple if Any Dungeon is chosen for them This also removes Forest Temple from list of dungeons for other of that dungeon item to be in
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Dungeon Items

Randomize Small Keys

Controls how small keys are randomized. - **Start With Small Keys:** You will start the game with the small keys for all dungeons. - **Vanilla Small Keys:** Small keys will be kept in their vanilla location (non-randomized). - **Own Dungeon Small Keys:** Small keys will be randomized locally within their own dungeon. - **Any Dungeon Small Keys:** Small keys will be randomized locally within any dungeon. - **Anywhere:** Small keys can be found in any progression location, if dungeons are randomized. Note: Not shuffling Dungeons will overwrite this to vanilla, unless you selected start with
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Randomize Big Keys

Controls how big keys are randomized. - **Start With Big Keys:** You will start the game with the big keys for all dungeons. - **Vanilla Big Keys:** Big keys will be kept in their vanilla location (non-randomized). - **Own Dungeon Big Keys:** Big keys will be randomized locally within their own dungeon. - **Any Dungeon Big Keys:** Big keys will be randomized locally within any dungeon. - **Anywhere:** Big keys can be found in any progression location. Note: Not shuffling Dungeons will overwrite this to vanilla, unless you selected start with
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Randomize Maps & Compasses

Controls how dungeon maps and compasses are randomized. - **Start With Maps & Compasses:** You will start the game with the dungeon maps and compasses for all dungeons. - **Vanilla Maps & Compasses:** Dungeon maps and compasses will be kept in their vanilla location (non-randomized). - **Own Dungeon Maps & Compasses:** Dungeon maps and compasses will be randomized locally within their own dungeon. - **Any Dungeon Maps & Compasses:** Dungeon maps and compasses will be randomized locally within any dungeon. - **Anywhere:** Dungeon maps and compasses can be found anywhere, without restriction. Note: Not shuffling Dungeons will overwrite this to vanilla, unless you selected start with
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Dungeon Rewards are prgression

Controls whether dungeon reward and heart containers are forced to have progression items.
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Timesavers

Skip Minor Cutscenes

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, minor cutscenes are skipped.
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Skip Major Cutscenes

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, major cutscenes are skipped.
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Fast Iron Boots

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, movement is not slowed when wearing Iron Boots.
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Quick Transform

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, you can quickly transform by pressing R + Y.
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Instant Message Text

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, message text is instant.
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Open Map

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, Map areas are unlocked and portals unlocked.
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Increase Spinner Speed

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, spinner speed is increased. *Spinner speed not taken into account in logic.
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Open Door of Time

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, the Door of Time is open.
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Early Shadow Crystal

When Enabled Shadow Crystal will be placed into Sphere 1 of the local world
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Additional Settings

Transform Anywhere

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, the player can transform anywhere.
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Increase Wallet Capacity

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, the wallet capacity is increased.
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Bonks Do Damage

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, bonks do damage.
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Trap Frequency

Controls the frequency of traps in the game.
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Damage Multiplier

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Multiplies the damage the player takes.
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Starting Time of Day

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Controls the starting time of day.
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Dungeon Entrance Settings

Lakebed Does not require water bombs

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, the Lakebed does not require water bombs.
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Arbiters Grounds Does not require Bublin Camp

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, entering Arbiters Grounds does not require defeating King Bublin.
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Snowpeak Does not require Reekfish Scent

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, Snowpeak does not require Reekfish Scent.
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City in The Sky Does not require filled Skybook

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) If enabled, City in The Sky does not require filled Skybook.
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Goron Mines Entrance

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Controls requirements for accessing the Goron Mines. - **Closed:** Player must wrestle Gor Coron to enter the mines. - **No Wrestling:** Player does not have to wrestle Gor Coron. - **Open:** Same as No Wrestling but you can use the elevator immediately.
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Temple of Time Entrance

NON-DEFAULT CHOICE NOT REPRESENTED IN GAME (must self enforce if changed from default) Controls requirements for accessing the Temple of Time. - **Closed:** Player must defeat Skull Kid to access Sacred Grove. Master Sword needed to access Past. - **Open Grove:** Player doesn't need to defeat Skull Kid. Master Sword needed to access Past. - **Open:** Open Grove but player does not need Master Sword to access Past.
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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 cannot be modified here. Please edit your .yaml file manually.