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Dungeons
These settings are on the Dungeons tab.
Maps, compasses, small keys, and big keys each have the same kind of choice.
- In Dungeon keeps that item inside its own dungeon.
- Nearby allows it in that dungeon, or in the overworld district around the dungeon. The districts are the areas on the district map.
- Randomized allows it anywhere.
- Universal, for small keys only, makes one key work in every dungeon. Keys can be found anywhere, and a shop sells them.
On Boss is the usual prize behavior. Pendants and crystals stay on bosses and shuffle among those boss drops.
In Dungeon places that dungeon's prize somewhere inside the dungeon. The boss can hold a different item.
Nearby places the prize in the dungeon or in the surrounding district.
Randomized places prizes anywhere in the world. Each prize is still tied to one dungeon. After you beat that boss, the overworld map shows where the prize is. The dungeon map still tells you what the prize is.
- A boss defeated, and the map not yet found, shows a red X.
- A map found, and the boss not yet defeated, shows the prize along the top edge for a Light World dungeon, or the bottom edge for a Dark World dungeon.
All three states, boss only, and map only look like this.
The numbered icons on the map are dungeon numbers, in this program. They are not crystal numbers. Light World pendant dungeons use a blue 1, 2, and 3. Dark World crystal dungeons use a red 1 through 7. Some modes also show Hyrule Castle, Agahnim's Tower, and Ganon's Tower as a white H, a white A, and a skull. A sample map check is here.
Vanilla leaves the interior doors as they are in the original game.
Basic shuffles doors inside a single dungeon.
Partitioned shuffles doors inside three groups. One group is the Light World dungeons, Hyrule Castle, and Agahnim's Tower. One group is the early Dark World. One group is the late Dark World, the dungeons that need the Titan's Mitts in the original game, including Ganon's Tower.
Crossed shuffles doors across every dungeon. You can walk out of Eastern Palace and be in Tower of Hera.
Intensity chooses which connections move. The program starts on 3.
- 1: Normal Supertile and Spiral Stairs shuffles normal doors and spiral stairs.
- 2: Open Edges, Straight Stairs and In-Room Stairs adds open edges and straight stairs.
- 3: Dungeon Lobbies adds the dungeon lobbies.
- Random picks one of those three.
This applies when Door Shuffle is not Vanilla.
- Small Key Doors, Bomb Doors, Dash Doors is the standard set.
- Adds Big Key Doors includes big key doors.
- Adds Trap Doors includes trap doors that the original game keeps shut. Boss trap doors stay put.
- Increases all door types varies how many of each door a dungeon gets.
- No Removal leaves trap doors alone.
- Removed If Blocking Path is the starting choice. Generation removes a trap door that blocks a path. Boss trap doors stay.
- Also Remove Boss Traps removes boss traps as well, including the one near Mothula.
- Remove All Annoying Traps removes the trap doors that get in the way, including boss traps.
This decides when the logic believes you can spend a small key.
- Partial Protection is the starting choice. It plans for a full inventory and for the expensive way through, and it accounts for dark-room and bunny-revival glitches.
- Strict wants the small keys in hand before a small key door is treated as available.
- Dangerous assumes you will not spend a key the logic did not expect.
- Static (Entrance Randomizer) uses the older entrance-randomizer key counts. Use it with vanilla doors and with key drops left unshuffled.
Decouple Doors lets the way into a door and the way back out be different connections.
Allow Self-Looping Spiral Stairs lets a spiral staircase lead back to itself.
Enable Experimental Features starts you as a bunny when your spawn is in the Dark World.
Dungeon Counters controls the chest count on the HUD. Auto picks from your other settings. On and Off force it. On Item Pickup shows it after you find the compass.
Mixed Dungeon Travel is about bomb jumps and hovering that can walk you into a different dungeon. Prevent Mixed Dungeon Travel is the starting choice. It adds rails so those tricks stay out of the way while you are learning Crossed. Allow Mixed Dungeon Travel takes the rails away. Force Reachable Areas to Same Dungeon keeps those connections inside one dungeon, and does not put the tricks in logic.
Crossed Dungeon Palette chooses the colors. Standardize Palettes makes rooms that ended up in the same dungeon share a palette. Keep Original Palettes leaves each room's colors as they were.
In a crossed seed, Blind's attic can be in any dungeon. If you bring the maiden to the boss room, she tells you where the cracked floor is.
A few fights and rooms change as soon as Door Shuffle is not Vanilla. You start with a Mirror Scroll, which works in dungeons only. Holes in Mire's torch rooms fall through to the room below. Swamp's flooded rooms can be crossed backward, and that can be required. Blind's fight needs the attic floor bombed open and the maiden brought to the light. Ganon's Tower bosses stay dead. The long version of these room changes is on More Detail.
Overworld Randomizer