A compendium of Frequently Asked Questions and documentation about the tracker. If you would like something added, please file an issue or email me at alttp@codeflayer.com.
- General Questions
- Why do keys decrement (count down) on the Dungeons Screen?
- I clicked on items, but the item count doesn't increase. Why?
- Can I quickly navigate between the light world and dark world maps?
- How do I see what items are required for a location or dungeon access?
- A location should/should not be accessible with the items I have! What gives?
- There should be 216 items. Where are the missing items?
- Why are you not on the Play Store?
- New Game Settings
- Troubleshooting
In standard item shuffle mode, the default setting, key counts start with the maximum number of keys found in that dungeon and clicking decrements the count. This is to help new randomizer players by making it obvious how many keys are available in each dungeon.
In other item shuffle modes, Keysanity for example, the key counter starts at zero and increments from there. You can set the item shuffle settings when creating a new game.
More information on item shuffle setting can be found here.
There are several items that contribute to the count that are not present on the items screen (rupees, hearts, arrows etc.). Therefore, the Item Count is based on locations checked. To increase the item count, check off locations and dungeon chests.
Yes! You can double-tap the map to toggle between worlds at the same position and scale.
"Long Pressing" on the map location or on the location list title will open a modal that shows the required items for the location.
If you've found an issue with location logic please please submit an issue! In coding location logic I attempted to follow the randomizer logic as closely as possible. I have even done several runs to manually test the logic and have implemented unit tests using the tests from the randomizer as a guide.
That said, there still may be placed that have been missed and I welcome your feedback.
As described in the Item Shuffle Settings, the tracker only counts relevant items and never counts Hyrule Castle items. The two Hyrule Castle items not counted are:
- Hyrule Castle Map
- Hyrule Castle Small Key
If you feel there is an error in item counts, please file an issue.
The short version is "I'm trying."
The Play Store has very strict policies regarding popular IPs. Navigating this has proven to be a challenge. I will continue to pursue publication on the play store. Meanwhile, I'm hosting here for immediate access. I'll continue distributing from Github as the update process for the Play Store is also slow and will always be behind what I can distribute here.
Standard
The Standard mode covers Standard and Open modes in the randomizer. These modes are generally what new players will start out with.
Inverted
In this mode Link starts in the Dark World and must navigate to the Light World. The map in this mode is slightly different and logic to access locations has changed.
Retro
This mode harkens back to the original Zelda. Shops and Take Any locations are tracked in this mode, and there is a new Rupee Quiver item needed to use the Bow.
To learn more about the randomizer options for these modes please read the 'World State' section of alttpr.com/en/options.
Item Shuffle Settings are selectable when creating a new game. The primary effect this has on the tracker is the number of available chests and whether small keys increment or decrement when clicked. Additionally, the total number of items on the Items screen will change depending on the Item Shuffle option chosen.
NOTE Location logic in the app assumes that you have the required big and small keys to access an area. There is an open question here about whether to add big keys to the location logic. Feel free to add your opinion on the matter.
To learn more about the randomizer options for item shuffle please read Item Settings > Dungeon Item Shuffle section of alttpr.com/en/options.
Standard
In this mode, dungeon items (big keys, small keys, maps and compasses) are not counted in the overall item count. The chest count for dungeons only reflects non-dungeon items. The overall item count in this mode is 153 items.
In this mode small keys will decrement from their maximum number found in the dungeon. This is to help newer players by making it more obvious how many total small keys are in each dungeon.
Maps and Compasses
In this mode, maps and compasses (excluding Hyrule Castle) are added to the item pool since they can be found anywhere. The chest count for dungeons increases for each dungeon with a map and compass. The overall item count in this mode is 175.
In this mode small keys will increment from zero.
Maps, Compasses and Small Keys
In this mode, maps, compasses, and the 28 small keys found in dungeons (excluding Hyrule Castle) are added to the item pool. The chest count for dungeons will be increased as in the Maps and Compasses option with the inclusion of small keys. The overall item count in this mode is 203.
In this mode small keys will increment from zero. Note that the small key counter does not affect the item count. The small key counter reflects all the small keys in the dungeon whether they are in a chest, a drop or from pots. To increment item count when you find a small key in a chest you should click the chest icon to decrement the chest count.
Keysanity
In this mode, maps, compasses, small keys and big keys (excluding Hyrule Castle) are added to the item pool. The chest count for dungeons will be increased as in the Maps, Compasses and Small Keys option with the inclusion of big keys. The overall item count in this mode is 214.
In this mode small keys will increment from zero. Note that, like the Maps, Compasses and Small Keys option, the small key counter does not affect the item count. The small key counter reflects all the small keys in the dungeon whether they are in a chest, a drop or from pots. To increment item count when you find a small key in a chest you should click the chest icon to decrement the chest count.
Entrance shuffle adds the option of tracking how overworld entrances (and their underworld/interior counterparts) are linked. You can link entrances a variety of ways and you have the option to quickly mark entrances as junk, dark caves or even add "pins" to the location to help you remember to revisit the location later.
Learn about the randomizer's entrance shuffle options under the Entrance Shuffle section of alttpr.com/en/options
NOTE: This is a BETA feature and additional enhancements will be added in the future.
None
Entrances are not shuffled and have no effect on tracker functionality. Entrance tracking is disabled.
Simple, Restricted, Full, Crossed
Entrances are shuffled and the option to track entrances is enabled on the Light World and Dark World maps. Tap the Map icon to toggle to tracking entrances, a Door icon will appear. Tapping an entrance will open that entrance's links. Tap on the appropriate link text, then select the link you would like to create.
Example: You enter Blind's Hideout and discover it links to Eastern Palace. You can then follow these steps to track the link:
- Tap Blind's Hideout from the map
- Tap "Entering Blind's Hideout overworld door leads to ???"
- Tap Light World > Dungeons > Eastern Palace
- The link is now created. Additionally the corresponding links will also be created on the linked location.
Once links are created you can quickly navigate from the Entrance Links screen using the arrow icons.
Entrance options are dictated based on the entrance shuffle option selected and align with the available options for that mode.
For example, Simple mode will limit options based on several criteria, giving you limited options for each entrance type while Full will have quite a few more entrance options but require extra navigation steps to limit the selection.
There is also some automatic handling of entrance linking depending on the mode. For example, linking a hole entrance will automatically link the hole exit as well in all modes but Insanity.
Insanity
This mode functions the same way as the previous modes with the difference of how exit links are handled. Since Insanity mode in the randomizer allows for exiting a location to take you to a different location than from where you entered, exit links are not automatically created. The exception to this is single entrance caves, they will be linked back to the overworld entrance location since this is what the randomizer supports.
Location Validation and Entrance Shuffle
Location validation logic is currently disabled if Entrance Shuffle is set to any option other than None. All locations will appear as available. In the future I may update the validation logic to support Entrance Shuffle but this will take some time.
Learn about the randomizer's game goals under the Goal section of alttpr.com/en/options
Defeat Ganon
Crystal count needed to access Ganon are shown on the Items screen. The count will either show the Open Ganon's Tower count or the Access Ganon count. Whichever is higher.
Fast Ganon
Crystal count needed to access Ganon is displayed on the items screen.
All Dungeons
Bosses are shown on the Items screen.
Master Sword Pedestal
Pendants are displayed on the Items screen.
Triforce Pieces
Triforce count is displayed and can be incremented on the Items screen.
Sliders to set the Crystal requirement for Ganon's Tower and to access Ganon. The counts are displayed and editable from the Items screen.
Sometimes you run into problems. If the solution isn't here or doesn't work please file an issue.
You should be able to clear the app's storage from the App menu under Settings. This should correct the problem.