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
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

Modify Shop Models

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Enabling will swap shop models with the items that are placed there.
25
0
0
Item Pool / Location Settings

Golden Bugs

Controls whether golden bug locations can contain progression items.
0
25
0

Sky Characters

Controls whether sky characters locations can contain progression items.
0
25
0

Gifts from NPCs

Controls whether Gifts from NPCs can contain progression items.
0
25
0

Shop Items

Controls whether Shop locations can contain progression items.
0
25
0

Hidden Skills

Controls whether hidden skill locations can contain progression items.
0
25
0

Poe Shuffled

Controls whether Poes can contain progression items.
0
25
0

Heart Pieces

Controls whether Heart Piece locations can contain progression items.
0
25
0

Overworld Items

Controls whether Overworld locations can contain progression items. Cannot be disabled if Dungeon shuffle is disabled
0
25
0

Dungeons Shuffled

Controls whether dungeons locations can contain progression items. Cannot be disabled if Overworld shuffle is disabled
0
25
0
Logic Settings

Logic Rules

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls what types of tricks the logic can expect you to perform. - Glitchless: Only intended mechanics are required - Glitched: Some glitches may be required - No Logic: No logical requirements are enforced
25
0
0
0

Castle Requirements

CHANGING FROM DEFAULT NOT IMPLEMENTED YET 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
25
0
0
0
0
0

Palace Requirements

CHANGING FROM DEFAULT NOT IMPLEMENTED YET 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
25
0
0
0
0

Faron Woods Logic

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls logic for accessing Faron Woods. - Open: No special requirements - Closed: Requires normal progression 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
25
0
0
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
25
0
0
0
0
0

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
25
0
0
0
0
0

Randomize Maps & Compasses

Controls requirements for obtaining maps and 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
25
0
0
0
0
0

Dungeon Rewards are prgression

NOT IMPLEMENTED YET Controls whether dungeon rewards are "forced" to have progression items.
0
25
0
Timesavers

Skip Minor Cutscenes

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the minor cutscenes are skipped.
0
25
0

Skip Major Cutscenes

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the major cutscenes are skipped.
0
25
0

Fast Iron Boots

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the Iron Boots are fast.
0
25
0

Quick Transform

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the transform is quick.
0
25
0

Instant Message Text

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the message text is instant.
0
25
0

Open Map

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the map is open. Note: Logic for this not added yet. So logic assumes you cannot warp.
0
25
0

Increase Spinner Speed

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the spinner speed is increased.
0
25
0

Open Door of Time

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the Door of Time is open.
0
25
0

Early Shadow Crystal

When Enabled Shadow Crystal will be placed into Sphere 1 of the local world
25
0
0
Additional Settings

Transform Anywhere

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the player can transform anywhere.
0
25
0

Increase Wallet Capacity

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the wallet capacity is increased.
0
25
0

Bonks Do Damage

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether bonks do damage.
25
0
0

Trap Frequency

Controls the frequency of traps in the game.
25
0
0
0
0
0

Damage Multiplier

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Multiplies the damage the player takes.
25
0
0
0
0
0

Starting Time of Day

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls the starting time of day.
25
0
0
0
0
Dungeon Entrance Settings

Lakebed Does not require water bombs

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the Lakebed does not require water bombs.
0
25
0

Arbiters Grounds Does not require Bublin Camp

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the Arbiters Grounds does not require defeating King Bublin.
0
25
0

Snowpeak Does not require Reekfish Scent

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the Snowpeak Entrance is skipped.
0
25
0

City in The Sky Does not require filled Skybook

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls whether the City in The Sky does not require filled Skybook.
0
25
0

Goron Mines Entrance

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls requirements for accessing the Goron Mines.
25
0
0
0

Temple of Time Entrance

CHANGING FROM DEFAULT NOT IMPLEMENTED YET Controls requirements for accessing the Temple of Time.
0
0
25
0
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.