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Entrance Shuffle

codemann8 edited this page Oct 7, 2026 · 1 revision

Entrance Shuffle

These settings are on the Entrances tab. An entrance is an outdoor door, a cave mouth, or a dungeon door on the overworld. This tab shuffles those. Doors inside a dungeon are on Dungeons.

Modes

Vanilla leaves every entrance where the original game put it.

Dungeons + Simple shuffles dungeon entrances only. Houses, shops, and other caves stay put. Hyrule Castle's doors stay with Agahnim's Tower. Desert Palace's doors stay together. Turtle Rock's doors stay together. The other dungeon entrances shuffle among themselves.

Dungeons + Full also shuffles dungeon entrances only. They mix more freely inside one world, and those multi-door dungeons are not kept as one fixed group.

Simple uses that same dungeon grouping. Two-door caves swap as whole pairs, so both doors of a cave move together. Light World Death Mountain connects more freely than the rest of the caves.

Restricted uses Simple's dungeon grouping. The remaining entrances connect freely.

Full mixes cave and dungeon entrances. A cave with more than one door stays in one world.

Crossed mixes cave and dungeon entrances, and a connection can cross between the Light World and the Dark World.

Lite is a smaller entrance shuffle. Dungeon and connector caves form one pool. Single-item caves form another. Dropdowns stay with the exits that belong to them. Caves with nothing important in them stay vanilla. Connectors stay in the same world. Shops stay vanilla unless Shopsanity is on. Caves that only matter because of pottery stay vanilla unless pottery is on.

These dungeons are in the Light World in Lite:

  • Hyrule Castle
  • Eastern Palace
  • Desert Palace
  • Tower of Hera
  • Agahnim's Tower

These dungeons are in the Dark World in Lite:

  • Ice Palace
  • Misery Mire
  • Turtle Rock
  • Ganon's Tower

Lean uses the same groups as Lite. Dungeon and connector connections may cross worlds.

CodeTracker can show Lite and Lean, and it shows only the entrances that actually moved.

Swapped follows Crossed, with one difference. Entrances trade places in pairs. Finding one tells you where the other went. If the pool has a leftover entrance, that one stays vanilla. The Swapped reference sheet names the caves that are easy to mix up.

Insanity chooses the door you walk into and the door you come back out of separately. A cave that had one entrance still returns you to the door you used.

District shuffles entrances only inside their own district. A district does not cross worlds. A dropdown is not tied to the cave it normally exits, and the Skull Woods doors are not guaranteed to lead to Skull Woods. The district map shows the areas.

Extra controls

Include Ganon's Tower and Pyramid Hole in shuffle pool starts checked. Uncheck it to keep those two out of the pool.

Include Link's House in the shuffle pool starts unchecked. Dungeons + Simple, Dungeons + Full, Lite, and Lean keep the starting house fixed anyway. In Inverted, that start is the Big Bomb Shop.

Include the back of the tavern in the entrance shuffle pool starts unchecked. Check it to add that door.

Skull Woods Shuffle changes how that dungeon's doors and holes are treated.

  • Original shuffles Skull Woods among itself.
  • Vanilla Drops, Entrances Restricted leaves the holes vanilla and keeps the doors inside Skull Woods.
  • Vanilla Drops, Entrances use Shuffle leaves the holes vanilla and lets the main mode place the doors.
  • Follow Linked Drops Setting follows the Linked Drops choice below.

Linked Drops Override decides whether a hole and a nearby door stay as a pair.

  • Determined by Shuffle uses the mode's own rule. Most modes keep them paired. Insanity usually does not.
  • Always Linked keeps the pair.
  • Independent separates the hole from the door.

Pre-open Pyramid Hole removes the Agahnim 2 requirement for the pyramid. Auto follows your other settings. Yes opens it. No leaves it closed.

Overworld Map controls the entrance-randomizer markers. Default leaves them on the original dungeon spots. Compass indicates location once you have that compass. Map indicates location once you have that map. The map screen's own icons are described on Overworld.

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