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	<id>https://wiki-test.ootrandomizer.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maplestar</id>
	<title>OoT Randomizer Wiki Testing - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki-test.ootrandomizer.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maplestar"/>
	<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Special:Contributions/Maplestar"/>
	<updated>2026-07-04T18:01:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3463</id>
		<title>File:BusinessAlex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3463"/>
		<updated>2024-05-11T02:05:28Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Maplestar uploaded a new version of File:BusinessAlex.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{to|1=Screenshot of BusinessAlex&#039;s template for LinSoraK&#039;s item tracker}}&lt;br /&gt;
|date=2024-01-26&lt;br /&gt;
|source=https://media.discordapp.net/attachments/1200568036797718548/1200621469231759480/image.png?ex=65c6d8e0&amp;amp;is=65b463e0&amp;amp;hm=1675d626bf06d85e768a81815459f65eff17e15bc0d5a6f9b182ccc109d5e8af&amp;amp;=&amp;amp;format=webp&amp;amp;quality=lossless&amp;amp;width=367&amp;amp;height=543&lt;br /&gt;
|author=BusinessAlex&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{cc-by-sa-4.0}}&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=3461</id>
		<title>Master Quest Dungeon Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=3461"/>
		<updated>2024-05-11T01:39:26Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Add what silver rupees open (by Lars)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These requirements were designed with newer players in mind, so they mention few enable-able tricks and no glitches banned under the [[Standard | Standard Ruleset]].&lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
== Inside the Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; - Required to light torches/webs and for enemies.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - Required to reach the compass room, though just reaching Gohma does not if using the [https://www.youtube.com/watch?v=fWV3XslET2Y B1 skip] (Note that this skip is harder on MQ due to the deku baba).&lt;br /&gt;
**If using the B1 skip to avoid the slingshot requirement in the basement, note that after defeating the room full of enemies you need to leave the room and re-enter for the door bars blocking the spinning log room to rise.&lt;br /&gt;
* &#039;&#039;&#039;Deku Shield&#039;&#039;&#039; - Required for the spinning log and Thirty One is Number Two.&lt;br /&gt;
** &#039;&#039;&#039;Hylian Shield&#039;&#039;&#039; will work for the spinning log room.&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Required for the chest after the spinning log.&lt;br /&gt;
* &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Not logically required with the Open Forest setting due to the versatility of Deku Sticks.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but useful.&lt;br /&gt;
* &#039;&#039;The compass room Skulltula requires the &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and either &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;, or a &#039;&#039;&#039;Bombchu&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;The basement ceiling Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Boomerang&#039;&#039;&#039;, whereas the mud wall Skulltula requires &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and &#039;&#039;&#039;explosives&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
These requirements assume adult access to Dodongo&#039;s Cavern.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - Sufficient for the first level checks. Strength 1 can also be used to beat King Dodongo after the eyes are lit.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; or [https://www.youtube.com/watch?v=trTE0rPwd7c&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=3 Skillful use of the &#039;&#039;&#039;Bow&#039;&#039;&#039;] - Reach the second floor checks.&lt;br /&gt;
** Alternatively, &#039;&#039;&#039;Hammer&#039;&#039;&#039; can be used to loop around backwards.&lt;br /&gt;
* A &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Open the Gohma Larva room as adult. Can be done as child with &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; or &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - This is to light the eyes, but note Bombchus are not in logic. Bombchus also require a [https://www.youtube.com/watch?v=NwjN9Wg1KhU difficult trick] to be used against King Dodongo, so without Strength, Bomb Bag is usually required.&lt;br /&gt;
* &#039;&#039;1F right room Skulltula requires &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and either &#039;&#039;&#039;Strength 1&#039;&#039;&#039;, &#039;&#039;&#039;Explosives&#039;&#039;&#039;, or &#039;&#039;&#039;Bow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;1F left room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Upper Lizalfos Skulltula requires &#039;&#039;&#039;Explosives&#039;&#039;&#039; or &#039;&#039;&#039;Hammer&#039;&#039;&#039;.&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Dodongos Cavern Staircase&#039;&#039;: Opens the upper door in the big staircase room. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu-Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039; OR &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required to enter Zora&#039;s Domain. While not part of the weekly settings, the trick [https://www.youtube.com/watch?v=o-Q29_V70II&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=15 &amp;quot;Zora&#039;s Domain Entry with Cucco&amp;quot;] can be used to reduce this requirement to either &#039;&#039;&#039;scale&#039;&#039;&#039; or &#039;&#039;&#039;explosives&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Unless the settings already moved King Zora.&lt;br /&gt;
* &#039;&#039;&#039;Bottled Fish&#039;&#039;&#039; - Easy to get in Zora&#039;s Domain if Ruto&#039;s Letter was required and entrance randomizer is off.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - The cows react exclusively to slingshot, so this is hard required to get past the first room.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required for three checks plus Skulltulas.&lt;br /&gt;
* &#039;&#039;&#039;Boomerang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; or &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - There is a pot with sticks in Zora&#039;s Domain.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but extremely useful.&lt;br /&gt;
* &#039;&#039;The Boomerang Room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, but can be acquired with just &#039;&#039;&#039;boomerang&#039;&#039;&#039; angled to pass through the SoT block.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The invisible enemy room Skulltula requires &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;. This is one of the more difficult Lens requirements to skip because the Keese like to perch and fly outside targeting range.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039; - For Temple entry and skulltulas, not necessarily needed to complete the temple itself depending on key layout. The island chest is intended to be reached from above through the falling ceiling room.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - For the blocks in the room to the left.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the chest behind the lobby. But if key logic allows, this room can instead be accessed by dropping down from the bow room above and then savewarping out of the room. Potentially also for reaching the top platforms in the east courtyard.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039; - May be required to reach the east courtyard from the west without bow by longshotting the well vines to swim through. (Possible with only hookshot, but not in default logic.) Could also be required to reach top platforms of the east courtyard without Bow, Hover Boots or Song of Time.&lt;br /&gt;
** &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; - Can be used to go from one courtyard to the other through the well.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used in several OR scenarios in logic, but the chances that it&#039;s the only logical way to a chest are slim.&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Can be used in place of bow to reach the falling ceiling room.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Typically Fire Arrows are preferable to Din&#039;s due to the way the puzzles are made in MQ Fire Temple.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; - Even if Din&#039;s is the fire source, the bow is needed to carry the fire across the rooms.&lt;br /&gt;
* &#039;&#039;&#039;Bombs&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not typically in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Hard required to damage Volvagia.&lt;br /&gt;
* &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039; - Can be skipped by finding enough heart containers to sufficiently extend the heat timer, but this is out of logic.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to reach the tower which uses Scarecrow&#039;s Song in vanilla (can be bypassed with &#039;&#039;&#039;Longshot&#039;&#039;&#039;) and the room off the fire wall maze.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used to reach Volvagia without dropping the pillar. There is a glitchless jump trick to bypass this requirement called [https://www.youtube.com/watch?v=OtNH5K7Jgus&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=24 &amp;quot;Fire Temple Boss Door without Hover Boots or Pillar.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Required unless the King Zora setting is either Open or Open as Adult and another &#039;&#039;&#039;Bottle&#039;&#039;&#039; was already obtained.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - This, plus the bottle from Ruto&#039;s Letter, is enough to reach the song check.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Song of Time&#039;&#039;&#039;, and &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - Only necessary for Skulltulas.&#039;&#039;&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Scarecrow&#039;s Song or [https://www.youtube.com/watch?v=h7bPqcbuV14 a difficult glitchless jump].&lt;br /&gt;
* &#039;&#039;A 2nd &#039;&#039;&#039;Bottle&#039;&#039;&#039; - Not required, but makes progression far quicker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039;&lt;br /&gt;
** It is in logic to open the Water Temple with the Longshot and then dive into the entrance with the Gold Scale, but only the top level is in logic (which is only relevant if keys are removed or can be found outside their own dungeon).&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - In Master Quest, this is given immediately and is therefore required for much more of the dungeon than in Vanilla.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Bow&#039;&#039;&#039; - Required for one basement Skulltula where three torches are out of Din&#039;s Fire range. They can mostly replace the Din&#039;s Fire requirement out of logic, but be aware that when the torches are slanted, the hitbox remains vertical.&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the Central Pillar Chest.&lt;br /&gt;
** &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - For the Freestanding Key and basement Skulltulas.&lt;br /&gt;
** &#039;&#039;&#039;Zora&#039;s Tunic&#039;&#039;&#039; - Under weekly settings (the trick &amp;quot;Fewer Tunic Requirements&amp;quot; is enabled), this is only expected for the central pillar chest.&lt;br /&gt;
** Very rarely, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; may be needed if Scarecrow&#039;s Song is not available.&lt;br /&gt;
&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Storms&#039;&#039;&#039; - Required for entry.&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;/&#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Jumpslash the crystal switch by the song Triforce to lower the water level.&lt;br /&gt;
** In the weekly settings, the trick [https://www.youtube.com/watch?v=gROY5Y66xeA&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=11 &amp;quot;Child Deadhand without Kokiri Sword&amp;quot;] is enabled and so removes the Kokiri Sword requirement.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic. Also count as a projectile to hit the hidden crystal switch past the second crawl space.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - Opens the gates around the central area. Can be skipped with the trick &amp;quot;Bottom of the Well MQ Jump Over the Pits&amp;quot; enabled, using explosives and a backflip/sidehop over the pit. (This trick is not part of weekly settings, but is easy enough to be mentioned here.)&lt;br /&gt;
&lt;br /&gt;
Scale is never required. Normal dive is enough to reach the coffin room.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Nocturne of Shadow&#039;&#039;&#039; - Necessary to reach entrance.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Necessary to open entrance.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Hookshot is mostly sufficient, but five checks requires Longshot. So it is more than likely Longshot will be required for key logic.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - For the ferry.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - Weekly settings remove this requirement.&#039;&#039;&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Shadow Temple Scythe Shortcut&#039;&#039;: Opens the gate in front of a chest in the first scythe room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Shadow Temple Invisible Blades&#039;&#039;: Opens the small room in the invisible blades room. (10 Rupees)&lt;br /&gt;
* &#039;&#039;Shadow Temple Huge Pit&#039;&#039;: Spawns a chest. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Shadow Temple Invisible Spikes&#039;&#039;: Opens the Stalfos room. (10 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Ground ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - For the hidden ceiling chest and exiting the blue fire room.&lt;br /&gt;
* &#039;&#039;&#039;Bottle&#039;&#039;&#039; - For blue fire to melt the red ice wall.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Drops the Ice Arrows chest and opens the right side doors.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to climb the ledge before the eye statue room as the Hookshot Target is removed in Master Quest.&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Ocarina and Song of Time in the room with the Blue Fire.&lt;br /&gt;
* &#039;&#039;&#039;Strength 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; and &#039;&#039;&#039;Zora Tunic&#039;&#039;&#039;&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Gerudo Training Ground Slopes&#039;&#039;: Opens the door leading to the heavy block room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Gerudo Training Ground Lava&#039;&#039;: Opens the water room. (6 Rupees)&lt;br /&gt;
* &#039;&#039;Gerudo Training Ground Water&#039;&#039;: Spawns the chest in the water room. (3 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
* A Method to the Colossus &lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Epona&#039;s Song&#039;&#039;&#039;, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Boulders block child access above the first floor and adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Silver Gauntlets&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic for remaining checks beyond initial access where they are required.&lt;br /&gt;
* &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; - Required to lower the sun platform to open the way to the boss room. Also used to drop the paradox chest in the lower child area.&lt;br /&gt;
* &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Very likely to be required. Used in entirely too many rooms in this dungeon.&lt;br /&gt;
** &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Required as child on the 1st Floor.&lt;br /&gt;
** &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slingshot&#039;&#039;&#039; and/or &#039;&#039;&#039;Boomerang&#039;&#039;&#039; - Boomerang is good to replace Slingshot for one chest and a Skulltula, other uses require the Slingshot.&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;All Child Songs except Saria&#039;s&#039;&#039;&#039; - Required for the Symphony Room.&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Spirit Temple Lobby and Lower Adult&#039;&#039;: Spawns a chest. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Spirit Temple Adult Climb&#039;&#039;: Opens the upper door in the shifting wall room. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Inside Ganon&#039;s Castle ==&lt;br /&gt;
&lt;br /&gt;
Ganon&#039;s Castle has five scrubs and fairies behind an invisible wall on the ground just below the entrance. They sell convenient refills if scrubsanity is off. In the weekly settings, the Lens of Truth isn&#039;t expected to access them.&lt;br /&gt;
&lt;br /&gt;
=== Forest Trial ===&lt;br /&gt;
&lt;br /&gt;
Two Chests: First requires &#039;&#039;&#039;Bow&#039;&#039;&#039; and the second requires &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and a &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;.&lt;br /&gt;
The Freestanding Item requires a &#039;&#039;&#039;Hookshot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; are required to complete the trial. &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; are useful here, but not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
=== Fire Trial ===&lt;br /&gt;
&lt;br /&gt;
No Chests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, and &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039;/&#039;&#039;&#039;Wallet&#039;&#039;&#039; to buy a tunic are required to complete the trial.&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; can be used in place of Longshot.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Fire Trial&#039;&#039;: Opens the door to the last room in fire trial. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
=== Water Trial ===&lt;br /&gt;
&lt;br /&gt;
One Chest: A &#039;&#039;&#039;Bottle&#039;&#039;&#039; is required to melt red ice. &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; is available within the trial.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bottle&#039;&#039;&#039; and &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; are all that is required to complete the trial as well.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Water Trial&#039;&#039;: Opens the door to the last room in water trial. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
=== Shadow Trial ===&lt;br /&gt;
&lt;br /&gt;
First Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; or the combination of a &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and a &#039;&#039;&#039;Fire Source&#039;&#039;&#039; (and possibly &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; depending on settings) are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Shadow Trial&#039;&#039;: Opens the door to the last room in shadow trial. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
=== Spirit Trial ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; are required to pass the first room to reach any chests. Bow is not required with the trick &#039;&#039;Hammer Rusted Switches Through Walls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First Chest: No additional requirements.&lt;br /&gt;
&lt;br /&gt;
Second Chest: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Four Chests in the Sun Room: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;, &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All these requirements are needed to beat the trial, except Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Light Trial ===&lt;br /&gt;
&lt;br /&gt;
Only Chest: &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; are required to complete the trial.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Vanilla_Dungeon_Requirements&amp;diff=3460</id>
		<title>Vanilla Dungeon Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Vanilla_Dungeon_Requirements&amp;diff=3460"/>
		<updated>2024-05-11T01:20:17Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Add what silver rupees open (by Lars)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These requirements were designed with newer players in mind, so they mention few enable-able tricks and no glitches banned under the [[Standard | Standard Ruleset]]. The assumptions are that weekly/season 3 settings were used (no Entrance Randomizer options or Master Quest dungeons). &lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
== Inside the Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deku Shield&#039;&#039;&#039; - Required to access Slingshot room (2 chests) and for Twenty Three is Number One!&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; - Required to light a torch and the basement web.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but extremely useful.&lt;br /&gt;
* &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Not logically required with the Open Forest setting due to the versatility of Deku Sticks.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - Not required with [https://www.youtube.com/watch?v=fWV3XslET2Y B1 skip].&lt;br /&gt;
* &#039;&#039;The back room Skulltula requires &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and &#039;&#039;&#039;explosives&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&amp;lt;!-- * reggie the kitten will seek and destroy all gohma larvae --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
These requirements are for Adult completion of Dodongo&#039;s Cavern.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - Required to reach the top platforms in weekly settings (See the trick [https://www.youtube.com/watch?v=bqChoLWBYfs&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=12 &amp;quot;Dodongo&#039;s Cavern Spike Trap Room Jump without Hover Boots&amp;quot;]). Strength 1 can also be used to beat King Dodongo.&lt;br /&gt;
** [https://www.youtube.com/watch?v=trTE0rPwd7c&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=3 Skillful use of the &#039;&#039;&#039;Bow&#039;&#039;&#039;] along with the &#039;&#039;&#039;Hammer&#039;&#039;&#039; can replace this requirement.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; or &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - This is to light the eyes, but note Bombchus are not in logic. Bombchus also require a [https://www.youtube.com/watch?v=NwjN9Wg1KhU difficult trick] to be used against King Dodongo, so without Strength, Bomb Bag is usually required.&lt;br /&gt;
* &#039;&#039;Skulltulas will also require &#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, and &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039;. Alternatively, &#039;&#039;&#039;Boomerang&#039;&#039;&#039; may be necessary for the skulltula above the staircase&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu-Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039; OR &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Required to enter Zora&#039;s Domain. While not part of the weekly settings, the trick [https://www.youtube.com/watch?v=o-Q29_V70II&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=15 &amp;quot;Zora&#039;s Domain Entry with Cucco&amp;quot;] can be used to reduce this requirement to either &#039;&#039;&#039;scale&#039;&#039;&#039; or &#039;&#039;&#039;explosives&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Unless the settings already moved King Zora.&lt;br /&gt;
* &#039;&#039;&#039;Boomerang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; or &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - There is a pot with sticks in Zora&#039;s Domain.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but extremely useful.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039; - For Temple entry, not necessarily needed to complete the temple itself. The island chest can be reached from above through the falling ceiling room.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - For the blocks in the room to the left.&lt;br /&gt;
*Potential requirements dependent on key logic: &lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Can be required for courtyard access prior to finding a bow.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Can be required for the floormaster chest.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bombs&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not typically in logic.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Hard required to damage Volvagia.&lt;br /&gt;
* &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039; - Can be skipped by finding enough heart containers to sufficiently extend the heat timer, but this is out of logic.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used to reach Volvagia without dropping the pillar. There is a glitchless jump trick to bypass this requirement called [https://www.youtube.com/watch?v=OtNH5K7Jgus&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=24 &amp;quot;Fire Temple Boss Door without Hover Boots or Pillar.&amp;quot;]&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Required for the main room Skulltula. Due to the trick &amp;quot;Hammer Rusted Switches through Walls,&amp;quot; this is not required for the highest Goron&#039;s chest in weekly settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Required unless the King Zora setting is either Open or Open as Adult and another &#039;&#039;&#039;Bottle&#039;&#039;&#039; was already obtained.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - This, plus the bottle from Ruto&#039;s Letter, is enough to reach the song check.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hookshot&#039;&#039;&#039; - Only necessary for Skulltulas.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A 2nd &#039;&#039;&#039;Bottle&#039;&#039;&#039; - Not required, but makes progression far quicker.&#039;&#039;&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Ice Cavern Spinning Scythe&#039;&#039;: Opens the map chest room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Ice Cavern Push Block&#039;&#039;: Opens the gate leading to the iron boots chest room. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optionally, the [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; will greatly speed up the sliding block room.&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039;&lt;br /&gt;
** It is in logic to open the Water Temple with the Longshot and then dive into the entrance with the Gold Scale, but only the checks accessible from the top level are in logic (which is only relevant if keys are removed or if they can be found outside their own dungeon). However, [https://www.youtube.com/watch?v=4_3GPW8xVuo with some clever tricks] it is possible to get every check except for the chest at the bottom of the central pillar. This will require other items such as Zelda&#039;s Lullaby though.&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039;&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
** In some cases, &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; may be required to access the torches chest without a bow.&lt;br /&gt;
** &#039;&#039;&#039;Zora&#039;s Tunic&#039;&#039;&#039; - Under weekly settings (the trick &amp;quot;Fewer Tunic Requirements&amp;quot; is enabled), this is only needed for the central pillar chest.&lt;br /&gt;
** Very rarely, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; may be needed to reach the bow eye chest without longshot.&lt;br /&gt;
&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Storms&#039;&#039;&#039; - Required for entry.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - Lowers the water level to reach a few chests and Deadhand.&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;/&#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - In the weekly settings, the trick [https://www.youtube.com/watch?v=gROY5Y66xeA&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=11 &amp;quot;Child Deadhand without Kokiri Sword&amp;quot;] is enabled and so removes the Kokiri Sword requirement.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - Only for the potions after the vanilla Lens chest.&lt;br /&gt;
* &#039;&#039;&#039;Boomerang&#039;&#039;&#039; - Only needed for Skulltulas.&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Bottom of the Well Basement&#039;&#039;: Opens the door at the top of the ladder leading to the main room. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
Scale is never required. Normal dive is enough to reach the coffin room.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Nocturne of Shadow&#039;&#039;&#039; - Necessary to reach entrance.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Necessary to open entrance.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039; - Backflip onto the chest in the room with the invisible spikes to reach the hookshot target.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - For the ferry.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; OR &#039;&#039;&#039;Longshot&#039;&#039;&#039; + &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - To either drop the pillar bridge or [https://www.youtube.com/watch?v=a1_XBGUmMeE bypass it with Scarecrow&#039;s Song]. Hookshot alone will not reach the Scarecrow.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - Weekly settings remove this requirement.&#039;&#039;&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Shadow Temple Scythe Shortcut Room&#039;&#039;: Opens the gate in front of a chest in the first scythe room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Shadow Temple Huge Pit&#039;&#039;: Opens the path leading to the falling spikes room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Shadow Temple Invisible Spikes&#039;&#039;: Opens the door leading to the single giant skull pot. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Ground ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039;- stand directly below the hookshot target in the rolling boulders room to reach one of the silver rupees.&lt;br /&gt;
* &#039;&#039;&#039;Silver Gauntlets&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Necessary for access to the sunken silver rupees and potentially the right side of the maze without any keys.&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; are required for the sunken silver rupees chest. Gold scale does not dive deep enough. This does not require the zora tunic in weekly settings since the Fewer Tunic Requirements trick is turned on.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - For the chest in the hidden room above the maze.&lt;br /&gt;
* &#039;&#039;Scarecrow&#039;s Song can easily be skipped by looping around from the other side to start at the top, jump down and shoot the statue eyes, and then void out with the lava to re-appear at the top.&#039;&#039;&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Gerudo Training Ground Slopes&#039;&#039;: Opens the door leading to the heavy block room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Gerudo Training Ground Lava&#039;&#039;: Opens the water room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Gerudo Training Ground Water&#039;&#039;: Spawns the chest in the water room. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
* A Method to the Colossus &lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Epona&#039;s Song&#039;&#039;&#039;, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Strength 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slingshot&#039;&#039;&#039; or &#039;&#039;&#039;Boomerang&#039;&#039;&#039; - For dropping the bridge in child side.&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Only necessary to cross from the adult hand to child hand under odd key logic conditions. The chest on the adult side only drops when exiting that door, but the child side chest is always present and thus can be reached with Longshot.&lt;br /&gt;
Silver Rupee Shuffle Locks&lt;br /&gt;
* &#039;&#039;Spirit Temple Child Early Torches&#039;&#039;: Opens the east child gate. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Spirit Temple Sun Block&#039;&#039;: Lights one of the torches you need for the chest in this room. (5 Rupees)&lt;br /&gt;
* &#039;&#039;Spirit Temple Adult Boulders&#039;&#039;: Opens the door leading to a chest. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
== Inside Ganon&#039;s Castle ==&lt;br /&gt;
&lt;br /&gt;
Ganon&#039;s Castle has four scrubs and fairies behind an invisible wall on the ground just below the entrance. They sell convenient refills if scrubsanity is off. In the weekly settings, the Lens of Truth isn&#039;t expected to access them.&lt;br /&gt;
&lt;br /&gt;
=== Forest Trial ===&lt;br /&gt;
&lt;br /&gt;
One Chest: No Requirements&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; (and &#039;&#039;&#039;Bow&#039;&#039;&#039;, if using Fire Arrows) are required to complete the trial. &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; are useful here, but not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Forest Trial&#039;&#039;: Opens the door to the last room in forest trial. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
=== Fire Trial ===&lt;br /&gt;
&lt;br /&gt;
No Chests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, and &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039;/&#039;&#039;&#039;Wallet&#039;&#039;&#039; to buy a tunic are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Fire Trial&#039;&#039;: Opens the door to the last room in fire trial. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
=== Water Trial ===&lt;br /&gt;
&lt;br /&gt;
Two Chests: No Requirements&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bottle&#039;&#039;&#039; and &#039;&#039;&#039;Hammer&#039;&#039;&#039; are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Trial ===&lt;br /&gt;
&lt;br /&gt;
First Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; and &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Hammer&#039;&#039;&#039; (and possibly &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; depending on settings) are required to complete the trial in addition to the 2nd chest requirements.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Trial ===&lt;br /&gt;
&lt;br /&gt;
First Chest: &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Chest: &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and &#039;&#039;&#039;Bombchus&#039;&#039;&#039;&lt;br /&gt;
* Perhaps the only place in the game where Bombchus are required and bombs cannot be substituted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;, and &#039;&#039;&#039;Bow&#039;&#039;&#039; (no fire source needed, you can just shoot an arrow through the torch to light the web) are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Spirit Trial&#039;&#039;: Opens the door to the second room in spirit trial. (5 Rupees)&lt;br /&gt;
&lt;br /&gt;
=== Light Trial ===&lt;br /&gt;
&lt;br /&gt;
Seven Chests: &#039;&#039;&#039;Strength 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last Chest: &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;, and one small key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hookshot&#039;&#039;&#039; and a second small key are also required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
Silver Rupee Shuffle Lock&lt;br /&gt;
* &#039;&#039;Ganons Castle Light Trial&#039;&#039;: Opens the door to the last room in light trial. (5 Rupees)&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3447</id>
		<title>File:BusinessAlex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3447"/>
		<updated>2024-04-08T22:33:57Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Maplestar uploaded a new version of File:BusinessAlex.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{to|1=Screenshot of BusinessAlex&#039;s template for LinSoraK&#039;s item tracker}}&lt;br /&gt;
|date=2024-01-26&lt;br /&gt;
|source=https://media.discordapp.net/attachments/1200568036797718548/1200621469231759480/image.png?ex=65c6d8e0&amp;amp;is=65b463e0&amp;amp;hm=1675d626bf06d85e768a81815459f65eff17e15bc0d5a6f9b182ccc109d5e8af&amp;amp;=&amp;amp;format=webp&amp;amp;quality=lossless&amp;amp;width=367&amp;amp;height=543&lt;br /&gt;
|author=BusinessAlex&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{cc-by-sa-4.0}}&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3445</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3445"/>
		<updated>2024-03-30T01:20:40Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Comment out Ocarina of Time Maps Entrance Tracker at request of creator until it&amp;#039;s updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&amp;lt;!--I have commented this tracker out as it seems the link may be redirecting to a malicious site. Please remove by April 2023 if we have not gotten in contact with the creator by then - Dusk--&amp;gt;&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ben Plays Potsanity Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1FvCg4i6_atfeNG_1k-RuJBWEaAYFAvS0JDrH5OAEbgc/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support&#039;&#039;&#039;: All (Google Sheet)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Checklist compatible with potsanity&lt;br /&gt;
&lt;br /&gt;
*Vanilla and MQ compatible.&lt;br /&gt;
&lt;br /&gt;
*You will need to make a copy to use it.&lt;br /&gt;
&lt;br /&gt;
[[File:Benplays_checklist.png|800x450px|Benplays_checklist.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13tn7SoDV4KXWwoazQjiEmU1bkWV4MxlWlkIv1G8ggug/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hashfrog Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://hashfrog-tracker.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item + Hints + Checklist (with logic)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A web-based [https://wiki.ootrandomizer.com/index.php?title=Trackers#Gossip_Stones_Item_Tracker Gossip Stone-like tracker].&lt;br /&gt;
&lt;br /&gt;
*Check/Location tracking based on the randomizer generator logic.&lt;br /&gt;
&lt;br /&gt;
*Supports the settings of various tournament/competitive presets&lt;br /&gt;
&lt;br /&gt;
*Layout automatically made based on your selected preset.&lt;br /&gt;
&lt;br /&gt;
*Layout customization, UI editor, custom elements/icons and more.&lt;br /&gt;
&lt;br /&gt;
*Store and share layout configuration in JSON files.&lt;br /&gt;
&lt;br /&gt;
[[File:hashfrog2.png|300x169px|hashfrog2.png]][[File:hashfrog.png|300x350px|hashfrog.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|695x380px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Track-OoT Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker.&lt;br /&gt;
&lt;br /&gt;
*An offline version of this tracker is available as an [https://wiki.ootrandomizer.com/index.php?title=Trackers#Xopar.27s_Package Emotracker package]. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1LePVZX1WfgsHmVhRWRDE14rwULJQXpws Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/nbmBqn Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/L-P/Ivan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;Ocarina of Time Maps Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/SiriusGG/ootm/releases Link]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://github.com/SiriusGG/ootm ReadMe]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Everything that runs Java desktop applications&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker with high-resolution images of in-game regions.&lt;br /&gt;
&lt;br /&gt;
*Add entrances using an intuitive user interface. Read the ReadMe for more info on how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports English and German.&lt;br /&gt;
&lt;br /&gt;
*Based on Stable v7.1. Note that this means that it does &#039;&#039;&#039;not&#039;&#039;&#039; support mixed pools.&lt;br /&gt;
&lt;br /&gt;
*Requires Java (see ReadMe), but no additional dependencies.&lt;br /&gt;
&lt;br /&gt;
[[File:ootm4.png|300x350px|ootm4.png]][[File:ootm5.png|300x350px|ootm5.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ootm2.png|300x350px|ootm2.png]][[File:ootm3.png|300x350px|ootm3.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/rattus128/Rattrack/blob/0.1/README Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with:&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;&lt;br /&gt;
x64:&lt;br /&gt;
BizHawk v2.7 and up&lt;br /&gt;
ModLoader v3.01&lt;br /&gt;
m64p July 13, 2021 and up&lt;br /&gt;
RetroArch 1.9.0 and up&lt;br /&gt;
RMG v0.1.3 and up&lt;br /&gt;
Ship of Harkinian v3.0.0 to v3.0.1&lt;br /&gt;
&lt;br /&gt;
x86:&lt;br /&gt;
Project 64 v3.0.0 and up&lt;br /&gt;
m64py 0.2.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV6.jpg|576x911px|TrackerOfTimeV6.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/YJxHan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ.&lt;br /&gt;
&lt;br /&gt;
*Crashes if you toggle it too many times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;LinSoraK&#039;s Item Tracker&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://pastebin.com/vYrNGweu Link] || --&amp;gt;[https://discord.gg/n7AzcMpwXf Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*A beta version including keys can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
*Supports custom layouts. Additional layouts can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== BusinessAlex&#039;s Layout ===&lt;br /&gt;
[https://drive.google.com/drive/folders/173G9T5Y4HYKECLeJMiBPlMugZvnZqqK-?usp=drive_link Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A simple item tracker.&lt;br /&gt;
* Supports Trade Quest Shuffle, Ocarina Note Shuffle, Silver Rupee Shuffle, and Keysanity.&lt;br /&gt;
* Tracks completion of mini-dungeons.&lt;br /&gt;
* Layouts available for: OoTR, MMR &amp;amp; OoTMM.&lt;br /&gt;
* Alternate Downloads availabe in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:BusinessAlex.jpg|425x425px|BusinessAlex.jpg]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Not updated.&lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This package no longer includes map tracking.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3444</id>
		<title>Template:Quick reference pages</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3444"/>
		<updated>2024-03-26T02:19:26Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{collapsible list|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Bugs and fish}}||*[[Bugs and Fish]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Cows}}||*[[Cows]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Grottos}}||*[[Grottos]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Scrubs}}||*[[Scrubs]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Wonderitem Locations}}||*[[Wonderitem Locations]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Major Items}}||*[[Major Items]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Vanilla Dungeon Requirements}}||*[[Vanilla Dungeon Requirements]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Master Quest Dungeon Requirements}}||*[[Master Quest Dungeon Requirements]]}}&lt;br /&gt;
|title=Other quick reference pages:&lt;br /&gt;
|framestyle=width:400px; overflow:auto;&lt;br /&gt;
|titlestyle=font-weight:bold;line-height:1.6;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Wonderitem_Locations&amp;diff=3443</id>
		<title>Wonderitem Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Wonderitem_Locations&amp;diff=3443"/>
		<updated>2024-03-26T02:18:28Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: add the quick refs links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wonderitems are invisible triggers in the world, either points Link touches (the invisible rupees when swimming down Zora&#039;s River) or shoots with an item (the rupees from shooting the Gerudo Fortress signs with a Hookshot). When these are shuffled, they will be highlighted with a sparkling effect. Each type of wonderitem trigger has a different colour, explained below.&lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
== Types of Wonderitem ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Type of Wonderitem&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; |Image&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Explanation&lt;br /&gt;
|-&lt;br /&gt;
|Contact (Yellow)&lt;br /&gt;
|[[File:Yellow.gif|alt=Yellow wonderitem sparkles|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Activates upon Link touching it&lt;br /&gt;
|-&lt;br /&gt;
|Target (Red)&lt;br /&gt;
|[[File:Red.gif|alt=Red wonderitem sparkles|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Drops an item when shot with a particular item, either sword, hammer, slingshot, bow or hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Multiple Contact (Deep Blue)&lt;br /&gt;
|[[File:Blue.gif|alt=Blue wonderitem sparkles|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Activates upon Link touching all linked points&lt;br /&gt;
|-&lt;br /&gt;
|Ordered Contact (Cyan Blue)&lt;br /&gt;
|[[File:Cyan.gif|alt=Cyan wonderitem sparkles|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Activates upon Link touching all linked points in a specific order&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overworld ==&lt;br /&gt;
=== Kokiri Forest: 9 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Grass Stepping Stones&lt;br /&gt;
|[[File:Grass-stepping-stones.gif|alt=stepping stones in Kokiri Forest|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |The points must be touched in the order noted, Twins&#039; House side and then Shop side&lt;br /&gt;
|-&lt;br /&gt;
|Stone Stepping Stones&lt;br /&gt;
|[[File:Stone-stepping-stones.gif|alt=Stone stepping stones in Kokiri Forest|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Both points must be touched in any order&lt;br /&gt;
|-&lt;br /&gt;
|Training Signpost&lt;br /&gt;
|[[File:Kokiri-sign-wonderitem.gif|alt=Signpost in Kokiri Forest|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be slashed with a sword or stick&lt;br /&gt;
|-&lt;br /&gt;
|Backflip Training x3&lt;br /&gt;
|[[File:Backflip-training.gif|alt=Backflip wonderitems in Kokiri Forest|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be jumped or backflipped into&lt;br /&gt;
|-&lt;br /&gt;
|Maze Grass x2&lt;br /&gt;
|[[File:Kokiri-maze-wonderitems.gif|alt=Maze wonderitems in Kokiri Forest|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Kokiri Shop&lt;br /&gt;
|[[File:Kokiri-shop-wonderitem.gif|alt=Shop wonderitem in kokiri forest|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lost Woods: 3 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Ocarina Game Grass x3&lt;br /&gt;
|[[File:Woods-ocarina-game.gif|alt=Wonderitems at the ocarina minigame in Lost Woods|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sacred Forest Meadow: 6 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Grass x1&lt;br /&gt;
|[[File:Sfm-entrance-wonderitem.gif|alt=Wonderitem at the entrance of SFM|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Maze Alcoves x5&lt;br /&gt;
|[[File:Sfm-maze.jpg|alt=Map of SFM showing the wonderitem locations|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Market: 7 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Daytime Balcony x5&lt;br /&gt;
|[[File:Market-day-wonders.gif|alt=Wonderitems in daytime Market|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Only available during the day&lt;br /&gt;
|-&lt;br /&gt;
|Nighttime Balcony x2&lt;br /&gt;
|[[File:Market-night-wonders.gif|alt=Wonderitems in nighttime Market|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Only available at night&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hyrule Castle: 13 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Drawbridge Torches 2&lt;br /&gt;
|[[File:Drawbridge-torches.gif|alt=Wonderitems at the castle drawbridge torches|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Slingshot&lt;br /&gt;
|-&lt;br /&gt;
|Castle Moat x 10&lt;br /&gt;
|[[File:Castle-moat-1-Wonderitems.gif|alt=First half of the wonderitems in the castle moat|thumb]][[File:Castle-moat-2-wonderitems.gif|alt=Second half of the wonderitems in the castle moat|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard Mario Painting&lt;br /&gt;
|[[File:Castle-courtyard-wonderitem.gif|alt=it&#039;s a me, wonderitem!|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Slingshot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hyrule Field: 3 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Drawbridge x3&lt;br /&gt;
|[[File:Field-drawbridge-wonderitems.gif|alt=Wonderitems on the drawbridge in Hyrule Field|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kakariko: 2 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Building Under Construction&lt;br /&gt;
|[[File:Kak-construction.gif|alt=Wonderitem on the Kakariko construction site|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |The carpenter can be avoided by ledge-grabbing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Impa&#039;s House&lt;br /&gt;
|[[File:Kak-impas-house.gif|alt=Wonder item in the front of Impa&#039;s house|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Both&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graveyard: 15 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Dampe Race x15&lt;br /&gt;
|[[File:Dampe-race-wonderitems.png|alt=Wonderitems in the Dampe race|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zora&#039;s River: 31 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Upper River x27&lt;br /&gt;
|[[File:Upper-river-1.gif|alt=Wonderitems in upper river |thumb]][[File:Upper-river-2.gif|alt=Wonderitems in upper river |thumb|[[File:Upper-river-3.gif|alt=Wonderitems in upper river |thumb]][[File:Upper-river-4.gif|alt=Wonderitems in upper river |thumb]][[File:Upper-river-5.gif|alt=Wonderitems in upper river |thumb]]]][[File:Upper-river-6.gif|alt=Wonderitems in upper river |thumb]][[File:Upper-river-7.gif|alt=Wonderitems in upper river |thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |These require either bombs or a scale to reach the upper river levels&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Lower River x4&lt;br /&gt;
|[[File:Lower-river-wonderitems.gif|alt=Wonderitems in lower river |thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |These can be reached without opening up the upper river region&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lon Lon Ranch: 2 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Hurdles x2&lt;br /&gt;
|[[File:Ranch-Wonderitem-1.gif|alt=Wonderitem over the hurdles in the ranch|thumb|[[File:Ranch-wonderitem-2.gif|alt=Wonderitem over the hurdles in the ranch|thumb]]]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Need to jump into them on Epona&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Valley: 2 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Upper Waterfall&lt;br /&gt;
|[[File:Valley-upper-wonderitem.gif|alt=Wonderitem at the top of the upper waterfall in the valley|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |From the spot you pick up the item, a backflip should hit it. The magic bean platform will also take you through it&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Lower Waterfall&lt;br /&gt;
|[[File:Valley-lower.gif|alt=Wonderitem at the top of the lower waterfall in the valley|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Easier to dive from the ledge rather than drop onto it. The magic bean platform will also take you through it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Fortress: 2 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Entryway Sign&lt;br /&gt;
|[[File:Fortress-lower.gif|alt=Gerudo Fortress entryway sign wonderitem|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Horseback Archery Sign&lt;br /&gt;
|[[File:Fortress-upper.gif|alt=Gerudo Fortress archery sign wonderitem|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Hideout:  12 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Jail 1 Skulls x2&amp;lt;/br&amp;gt;Jail 2 Skulls x2&amp;lt;/br&amp;gt;Jail 3 Skulls x2&lt;br /&gt;
|[[File:Jail-skull-entrance.gif|alt=Wonderitem in the skull at the entrance to jail cells|thumb|[[File:Jail-skull-2.gif|alt=Wonderitem in the skull at the exit to jail cells|thumb]]]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Each jail has a skull above either exit from the cells&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Must be shot with a Bow&lt;br /&gt;
|-&lt;br /&gt;
|Jail 4 Skulls x2&lt;br /&gt;
|[[File:Upper-jail-hallway.gif|alt=Wonderitems in the skulls in the hallway to jail cell 4|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|-&lt;br /&gt;
|Break Room Skulls x2&lt;br /&gt;
|[[File:Breakroom-hallway-skull-1.gif|alt=Wonderitem in the skull in the hideout break room|thumb|[[File:Breakroom-hallway-skull-2.gif|alt=Wonderitem in the skull in the hideout break room|thumb]]]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|-&lt;br /&gt;
|Kitchen Skull&lt;br /&gt;
|[[File:Kitchen-hallway-skull.gif|alt=Wonderitem in the skull in the hideout kitchen room|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|-&lt;br /&gt;
|In the Soup&lt;br /&gt;
|[[File:Good-soup.gif|alt=good soup|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Both&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |You will take damage in the soup without Goron Tunic/Nayru&#039;s Love.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert Colossus: 5 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Great Fairy Fountain Trees&lt;br /&gt;
|[[File:Colossus-fairy-trees.gif|alt=Wonderitem trees near the fairy fountain in Colossus|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Both&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Slingshot or Bow&lt;br /&gt;
|-&lt;br /&gt;
|Oasis Trees 1 &amp;amp; 2&lt;br /&gt;
|[[File:Colossus-oasis-trees.gif|alt=Wonderitem trees near the oasis in Colossus|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Both&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Slingshot or Bow&lt;br /&gt;
|-&lt;br /&gt;
|Oasis Trees 3&lt;br /&gt;
|[[File:Colossus-wonderitem-child-tree.gif|alt=Wonderitem tree near the oasis in Colossus. Child only, as this tree has a skulltula on it as adult|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Slingshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
=== Gerudo Training Ground: 3 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Beamos Room Door&lt;br /&gt;
|[[File:Gtg-beamos-wonderitem.gif|alt=Wonderitem above the door of the beamos/dinolfos room in GTG|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|-&lt;br /&gt;
|Torch Slug Room Door&lt;br /&gt;
|[[File:Gtg-slugs-wonderitem.gif|alt=Wonderitem above the door of the slugs room in GTG|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|-&lt;br /&gt;
|Top of Eye Statue&lt;br /&gt;
|[[File:Gtg-eye-statue-wonderitem.gif|alt=Wonderitem above the eye statue in GTG|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must have Hover Boots to reach&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow Temple: 1 Item ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Triple Pot Room Wall&lt;br /&gt;
|[[File:Wonderitem-shadow.gif|alt=Wonderitem above the door of the triple pot room of Shadow temple|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MQ Dungeons ==&lt;br /&gt;
&lt;br /&gt;
=== Deku Tree MQ: 4 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Basement Graves&lt;br /&gt;
|[[File:Deku-mq-graves-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Both&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slashed with Sword or Sticks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inside Jabu Jabu&#039;s Belly MQ: 20 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|[[File:Jabu-mq-wonderitem-map.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Entryway Cow Left&amp;lt;/br&amp;gt;Entryway Cow Right&lt;br /&gt;
|[[File:Jabu-mq-entry-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot&lt;br /&gt;
|-&lt;br /&gt;
|Basement Lobby Left Cow x3&amp;lt;/br&amp;gt;Basement Lobby Right Cow x3&lt;br /&gt;
|[[File:Jabu-mq-basement-main-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot, each can be shot three times&lt;br /&gt;
|-&lt;br /&gt;
|Falling Like-Likes Left Cow x3&amp;lt;/br&amp;gt;Falling Like-Likes Right Cow x3&lt;br /&gt;
|[[File:Jabu-mq-like-like-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot, each can be shot three times&lt;br /&gt;
|-&lt;br /&gt;
|After Big Octo Cow&lt;br /&gt;
|[[File:Jabu-mq-after-bigocto-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot&lt;br /&gt;
|-&lt;br /&gt;
|Wiggling Platforms Wall Cow&lt;br /&gt;
|[[File:Jabu-mq-wiggler-room-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot&lt;br /&gt;
|-&lt;br /&gt;
|Before Boss Left Cow&amp;lt;/br&amp;gt;Before Boss Right Cow x2&lt;br /&gt;
|[[File:Jabu-mq-before-barinade-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot, the right cow can be shot twice (the third shot to open the boss door does not drop an item)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bottom of the Well MQ: 12 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|[[File:Well-map-wonderitems.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Main Area Left Portrait x4&lt;br /&gt;
|[[File:Well-mq-left-portrait-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot, can be shot four times&lt;br /&gt;
|-&lt;br /&gt;
|Main Area Right Portrait x4&lt;br /&gt;
|[[File:Well-mq-right-portrait-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot, can be shot four times&lt;br /&gt;
|-&lt;br /&gt;
|East Inner Room Portrait x4&lt;br /&gt;
|[[File:Well-mq-inner-east-portrait-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Child&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Slingshot, can be shot four times&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fire Temple MQ: 14 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|[[File:Fire-wonderitems-map.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Boss Key Face x2&lt;br /&gt;
|[[File:Fire-mq-boss-key-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Once for Hookshot, once for Bow&lt;br /&gt;
|-&lt;br /&gt;
|Shortcut Room Face x3&lt;br /&gt;
|[[File:Fire-mq-shortcut-room-wonderitems.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Bonk with Hammer&lt;br /&gt;
|-&lt;br /&gt;
|Lizalfos Maze Entry Face&lt;br /&gt;
|[[File:Fire-mq-lizalfos-maze-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|East Tower Climb Large Face x2&lt;br /&gt;
|[[File:Fire-mq-east-tower-climb-1.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot, can be shot twice&lt;br /&gt;
|-&lt;br /&gt;
|East Tower Climb Small Face x2&lt;br /&gt;
|[[File:Fire-mq-east-tower-climb-2.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot, can be shot twice&lt;br /&gt;
|-&lt;br /&gt;
|Torch Puzzle Room Face&lt;br /&gt;
|[[File:Fire-mq-torch-puzzle-room-wonderitem-fix.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|End of Fire Maze Face&lt;br /&gt;
|[[File:Fire-mq-beyond-fire-maze-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Above Flare Dancer Face&lt;br /&gt;
|[[File:Fire-mq-west-tower-climb-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Staircase Face&lt;br /&gt;
|[[File:Fire-mq-hammer-staircase-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Water Temple MQ: 22 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|[[File:Water-mq-wonderitem-map.jpg|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Stalfos Room Portrait&lt;br /&gt;
|[[File:Water-mq-triple-stalfos-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Spike &amp;amp; Lizalfos Room Portrait&lt;br /&gt;
|[[File:Water-mq-lizalfos-spike-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Longshot Alcove Portrait&lt;br /&gt;
|[[File:Water-mq-longshot-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Above 2F West Room Portrait&lt;br /&gt;
|[[File:Water-mq-2F-west-room-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Lizalfos Hallway Portrait&lt;br /&gt;
|[[File:Water-mq-lizalfos-hallway-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Under Central Pillar Portrait&lt;br /&gt;
|[[File:Water-mq-central-pillar-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Hookshot Staircase Left Portrait x3&amp;lt;/br&amp;gt;Hookshot Staircase Right Portrait x3&lt;br /&gt;
|[[File:Water-mq-hookshot-stairs-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|After Dark Link Room Portrait&lt;br /&gt;
|[[File:Water-mq-above-river-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Statue Eyes x2&lt;br /&gt;
|[[File:Water-mq-dragon-eyes-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Room Portrait&lt;br /&gt;
|[[File:Water-mq-dragon-portrait-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Triple Torches Portrait&lt;br /&gt;
|[[File:Water-mq-triple-torch-room-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot or Bow&lt;br /&gt;
|-&lt;br /&gt;
|Freestanding Item Room Portrait&lt;br /&gt;
|[[File:Water-mq-freestanding-room-portrait-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|Triple Water Spouts x2&lt;br /&gt;
|[[File:Water-mq-triple-water-spout-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |None&lt;br /&gt;
|-&lt;br /&gt;
|Boss Hallway Left Portrait&amp;lt;/br&amp;gt;Boss Hallway Right Portrait&lt;br /&gt;
|[[File:Water-mq-boss-hallway-portraits.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hookshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadow Temple MQ: 1 Item ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Triple Pot Room Wall&lt;br /&gt;
|[[File:Wonderitem-shadow.gif|alt=Wonderitem above the door of the triple pot room of Shadow temple|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Must be shot with a Bow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spirit Temple MQ: 2 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chest Switch x2&lt;br /&gt;
|[[File:Spirit-mq-chest-switch-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |One when slashed with sword, one when bonking with Hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gerudo Training Ground MQ: 2 Items ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Location&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; |Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Age&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Dodongo Room Wall&lt;br /&gt;
|[[File:Gtg-mq-dodongo-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Bow&lt;br /&gt;
|-&lt;br /&gt;
|Top of Eye Statue&lt;br /&gt;
|[[File:Gtg-eye-statue-wonderitem.gif|thumb]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Adult&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |Hover Boots&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3442</id>
		<title>Template:Quick reference pages</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3442"/>
		<updated>2024-03-26T02:17:50Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{collapsible list|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Bugs and fish}}||*[[Bugs and Fish]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Cows}}||*[[Cows]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Grottos}}||*[[Grottos]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Scrubs}}||*[[Scrubs]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Wonderitems}}||*[[Wonderitem Locations]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Major Items}}||*[[Major Items]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Vanilla Dungeon Requirements}}||*[[Vanilla Dungeon Requirements]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Master Quest Dungeon Requirements}}||*[[Master Quest Dungeon Requirements]]}}&lt;br /&gt;
|title=Other quick reference pages:&lt;br /&gt;
|framestyle=width:400px; overflow:auto;&lt;br /&gt;
|titlestyle=font-weight:bold;line-height:1.6;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3441</id>
		<title>Template:Quick reference pages</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3441"/>
		<updated>2024-03-26T02:17:26Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{collapsible list|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Bugs and fish}}||*[[Bugs and Fish]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Cows}}||*[[Cows]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Grottos}}||*[[Grottos]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Scrubs}}||*[[Scrubs]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Wonderitem Locations}}||*[[Wonderitems]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Major Items}}||*[[Major Items]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Vanilla Dungeon Requirements}}||*[[Vanilla Dungeon Requirements]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Master Quest Dungeon Requirements}}||*[[Master Quest Dungeon Requirements]]}}&lt;br /&gt;
|title=Other quick reference pages:&lt;br /&gt;
|framestyle=width:400px; overflow:auto;&lt;br /&gt;
|titlestyle=font-weight:bold;line-height:1.6;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3440</id>
		<title>Template:Quick reference pages</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Template:Quick_reference_pages&amp;diff=3440"/>
		<updated>2024-03-26T02:17:02Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: add wonderitems link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{collapsible list|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Bugs and fish}}||*[[Bugs and Fish]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Cows}}||*[[Cows]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Grottos}}||*[[Grottos]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Scrubs}}||*[[Scrubs]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Wonderitem Locations}}||*[[Wonderitem Locations]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Major Items}}||*[[Major Items]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Vanilla Dungeon Requirements}}||*[[Vanilla Dungeon Requirements]]}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{FULLPAGENAME}}|{{FULLPAGENAME: Master Quest Dungeon Requirements}}||*[[Master Quest Dungeon Requirements]]}}&lt;br /&gt;
|title=Other quick reference pages:&lt;br /&gt;
|framestyle=width:400px; overflow:auto;&lt;br /&gt;
|titlestyle=font-weight:bold;line-height:1.6;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Main_Page&amp;diff=3439</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Main_Page&amp;diff=3439"/>
		<updated>2024-03-26T02:14:13Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: add wonderitems link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;[[File:Ocarina-of-time-randomizer-logo light-oot xl.png|400x400px|Logo_new.png]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;Welcome to the Ocarina of Time Randomizer Wiki!&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;Below you will find information the community has gathered to provide a knowledge database for all your OoTR needs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center&amp;quot;&amp;gt;Want to contribute? Message TreZc0_ on Discord!&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;boxWrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontBox leftBox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px 10px&amp;quot;&amp;gt;&#039;&#039;&#039;General OoTR Info&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
[[Readme]] | [[Changelog|Release Notes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Frequently Asked Questions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Glossary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Setup|Randomizer Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Setup#Emulators|Emulator Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Wii_Virtual_Console Wii VC/vWii Setup]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Everdrive N64/EverDrive Setup]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Controller_Setup Controller Setup]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Multiworld|Multiworld Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Racing|Racing Setup]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Rules|Racing Rulesets]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Triforce Blitz]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Trackers|Item Trackers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
{{discord|text=Discord Server}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;frontBox rightBox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px 10px&amp;quot;&amp;gt;&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
[[Logic|Glitchless Logic Info]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Glitch Logic|Glitch Logic Info]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Entrance Randomizer|Entrance Randomizer Logic]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Hints]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Vanilla Dungeon Requirements]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Master Quest Dungeon Requirements]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Grottos|Grotto Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Scrubs|Business Scrub Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Cows|Cow Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Bugs and fish|Bug &amp;amp; Fish Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Freestanding Rupee and Heart Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Pot and Crate Locations]]&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Silver Rupees]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Wonderitem Locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Major Items]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Rupee Farming]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Plandomizer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Common Softlocks And Crashes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3438</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3438"/>
		<updated>2024-03-26T02:12:05Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: v8.1 updates and fixing typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
=== Generate New Seed ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
=== Generate From Patch File ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Types&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Show Seed Info on File Screen&#039;&#039;&#039; - Enables the text box for &#039;&#039;&#039;User-Configurable Message&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;User-Configurable Message&#039;&#039;&#039; - Anything typed here will display on the file select screen of the game. Useful for plando&#039;d seeds intended to be shared with friends and in race settings to ensure all players have the same seed at a glance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Settings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them. (Some Entrance Randomizer settings may change this to function as Closed Deku instead during generation. Shuffle Boss Entrances, however, is compatible with Closed Forest as of v8.0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Thieves&#039; Hideout Entrances&#039;&#039;&#039; - Shuffles the individual doorways of Thieves&#039; Hideout into the interiors pool. Savewarping from any Thieves&#039; Hideout interior will return Link to the first jail room. &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; must be enabled in order to turn on this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Garden entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lake Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Valley River Exit&#039;&#039;&#039; - Randomizes the one-way exit of diving into the Gerudo Valley waterway.&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be included when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Add Bombchu Bag and Drops&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are considered a progression item by logic. The first Bombchus found will give a bag to hold them, like a bomb bag, along with the number of Bombchus in that pack. This will unlock Bombchu Bowling (if not already unlocked by finding a bomb bag first), buying Bombchu refills from shops, and buying Bombchus from the wasteland carpet salesman. Once a Bombchu Bag is found, Bombchus can be found in grace and rocks in the same manner as regular bombs.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Finding a Bomb Bag is the sole condition to play Bombchu Bowling and buy Bombchus from shops which are available for repeatable purchase. Shopsanity one-time purchase Bombchus do not require a Bomb Bag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs will be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Child Trade Sequence Items&#039;&#039;&#039; - Shuffles the location of items in the child trade quest. If both Weird Egg and Chicken are set to shuffle, only the Weird Egg will appear in the item pool. Shuffling the masks unlocks items in the mask shop in the same way as usual. For example, the item in the Keaton Mask slot is immediately available, but the item in the Bunny Hood slot is not available until the Spooky Mask has been given to the graveyard child. Right side masks require the Bunny Hood be given to the running man.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle All Adult Trade Items&#039;&#039;&#039; - Shuffles the location of the items selected in the &#039;&#039;Adult Trade Sequence Items&#039;&#039; dropdown menu anywhere in the world. Once the item is found, it should be returned to it&#039;s usual NPC in exchange for another item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - If &#039;&#039;Shuffle All Adult Trade Items&#039;&#039; is enabled, this selects which adult trade quest items may be found somewhere besides the NPC who ordinarily provides them. If some items are selected but not others, the items left unselected will be obtainable from the NPC who ordinarily gives them in exchange for the previous trade quest item.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;Shuffle All Adult Trade Items&#039;&#039; is disabled, this selects which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities. &#039;&#039;In versions 7.0 and 7.1&#039;&#039;, this setting was in the Item Pool section of the Other tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Wonderitems&#039;&#039;&#039; - This setting adds random contents to [[Wonderitem Locations|wonderitem locations]]. When this setting is enabled, Wonderitem locations will shine with sparkles color-coded to the type of wonderitem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Hyrule Loach Reward&#039;&#039;&#039; - Shuffles the reward for catching the Hyrule Loach in the Fishing Pond.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Behavior&#039;&#039;&#039; - The loach only appears every 4th time the minigame is played and the sinking lure is only findable after obtaining the fishing prize for Link&#039;s current age.&lt;br /&gt;
* &#039;&#039;&#039;Easier Behavior&#039;&#039;&#039; - The loach and sinking lure will be available every time the minigame is played. The ordinary prizes are also available even while using the sinking lure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Individual Ocarina Notes&#039;&#039;&#039; - Shuffles new items for each of the ocarina sounds. For example, Zelda&#039;s Lullaby will not be playable until the left, up, and right notes are found. (Note: The skull kid ocarina minigame is not considered to be in glitchless logic until all 5 notes are found, for ease of play.)&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Treasure Chest Game Keys&#039;&#039;&#039;, &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;, and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Rupees&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Selection&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings. &#039;&#039;In versions 7.0 and 7.1&#039;&#039;, setting was called &#039;&#039;Random Dungeons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings give Boss Keys&#039;&#039;&#039; - Adds the boss key to any keyrings in the item pool. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning&amp;lt;/span&amp;gt;: In v8.0, do not enable this toggle if small keys are set to Remove (keysy) while boss keys are not, as this will remove boss keys entirely resulting in an unbeatable seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Silver Rupees&#039;&#039;&#039; - The Silver Rupees required to complete puzzle rooms throughout the game are shuffled elsewhere. The vanilla locations of these rupees will contain shuffled items. Each rupee&#039;s text box will indicate which puzzle room it is for and counts can be checked on the item menu by holding A or D-Pad, depending on the cosmetic setting chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; Maps and Compasses Give Information - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maintain Mask Equips through Scene Changes&#039;&#039;&#039; - This setting keeps masks equipped when going through loading zones and savewarping. (Bare in mind masks alter NPC reactions to Link, so remove the mask before speaking to anyone.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ruto Already at F1&#039;&#039;&#039; - Moves Ruto to the top floor immediately so Link does not have to carry her up from the basement of Jabu Jabu.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; multiselect.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, skulltula tokens, and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; heart pieces/containers are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, skulltula tokens, and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; heart pieces/containers are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and/or bombchus in major item style chests. &#039;&#039;Prior to v8.1&#039;&#039;, this was a single toggle, rather than a multiselect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot, Crate, &amp;amp; Beehive Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside. &#039;&#039;In version 7.0&#039;&#039;, this setting was called &#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, those with gold skulltula tokens will have a spider web on them, and those with heart pieces/containers will have hearts on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Appearance Matches Dungeon&#039;&#039;&#039; - Changes the appearance of small keys and boss keys to be distinct based on the dungeon in both color and design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game. &#039;&#039;Prior to 8.1&#039;&#039;, this did not clarify the hints for the &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the playe.r to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only accessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!! (no goal hints)&#039;&#039;&#039; - Any hint type may appear in the game except for goal hints. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs and Owls&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled, and change Kaepora Geobora&#039;s dialogue to specify where he will take Link from each location. In versions 7.0 and 7.1, setting was called &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; and did not include Kaepora Gaebora.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frogs Ocarina Game&#039;&#039;&#039; - The text that displays when Link stands on the log is changed to specify the item given for playing all top row songs and then playing the frog fly song.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Mask Shop&#039;&#039;&#039; - When the mask shop is shuffled, the non-trade quest masks will display before completing the trade quests, but will remain unobtainable.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Unique Merchants&#039;&#039;&#039; - Characters that sell an item for the Shuffle Expensive Merchants setting and Shuffle Magic Beans setting will state the name of the item they sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern). &#039;&#039;As of version 7.1&#039;&#039;, the item will be called blue fire arrows by hint and shop text as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - Enable an additional HUD element to display the D-Pad once an item which can be controlled by the D-Pad is in Link&#039;s inventory.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The D-Pad will not be displayed.&lt;br /&gt;
* &#039;&#039;&#039;On the Right&#039;&#039;&#039; - The D-Pad will display just below the C buttons.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On the Left&#039;&#039;&#039; - The D-Pad will display below the hearts and magic meter.&lt;br /&gt;
&#039;&#039;Prior to v8.0,&#039;&#039; this setting specified only whether the D-Pad HUD display should be shown and it was always on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting enables separated menus for D-Pad directions left, down, and right, and displays the D-Pad HUD in the item menu to indicate what is viewable on each. Regardless of whether these menus are enabled or disabled, holding A on the item menu will still display the old style of the reference menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Uninvert Y-Axis in First Person Camera&#039;&#039;&#039; - This setting switch the first person camera controls for up and down.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [https://docs.google.com/spreadsheets/d/1p9faND81NAFhlsZJs_icfn93etGtTQU8Sex4VZm6cLI/edit?usp=sharing this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
*&#039;&#039;&#039;Rainbow&#039;&#039;&#039; - The color will smoothly cycle through the entire range of hues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Navi&#039;&#039;&#039; - These settings determine Navi’s color in a variety of contexts. The lists of preset colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Sound Effects&#039;&#039;&#039; - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. &#039;&#039;In version 7.0&#039;&#039;, this was under the General section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Speed Up Music For Last Triforce Piece&#039;&#039;&#039; - Background music plays faster when only one more Triforce Piece is needed to beat the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Slow Down Music When Low HP&#039;&#039;&#039; - When Link has 1 heart or less remaining, the background music plays slower.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the &#039;&#039;Ocarina Songs as Fanfares&#039;&#039; toggle.&lt;br /&gt;
*&#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Credits music as BGM&#039;&#039;&#039; - Adds the credits music to the background music pool when background music is shuffled.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These are the sound options available for most of the remaining SFX options.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Select one of these sounds to know what sound the item will make. Specific sounds available differ between items. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing. &lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable this item from making any sound at all. &lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Play a random SFX from nearly the entire library of OoT&#039;s sound effects.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Select the sound which plays while walking on nothing with Hover Boots equipped. &#039;&#039;As of v8.0,&#039;&#039; the sound no longer repeats over itself and will instead complete fully before beginning again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Throw&#039;&#039;&#039; - Select the sound that plays when the boomerang is in the air.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Arrow Shot&#039;&#039;&#039; - Select the sound that plays when releasing a normal arrow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Arrow Shot&#039;&#039;&#039; - Select the sound that play when releasing fire, ice, or light arrows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu&#039;&#039;&#039; - Select the sound that plays when releasing a Bombchu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; - Select the sound that plays when walking in iron boots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hookshot Chain&#039;&#039;&#039; - Select the sound that plays when the hookshot is extending and retracting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Slingshot Shot&#039;&#039;&#039; - Select the sound that plays when a the slingshot is fired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bomb Explosion&#039;&#039;&#039; - Select the sound that plays when bombs explode.&lt;br /&gt;
&lt;br /&gt;
=== Voices ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Horse&#039;&#039;&#039; - Select the sound Epona makes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco&#039;&#039;&#039; - Select the sound that cuccos make when picked up.&lt;br /&gt;
&lt;br /&gt;
=== Misc Sound Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Daybreak&#039;&#039;&#039; - Select the sound that plays when night switches to day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nightfall&#039;&#039;&#039; - Select the sound that plays when day switches to night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Rupee Jingle&#039;&#039;&#039; - Select the sound that plays when collecting a silver rupee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Get Refill&#039;&#039;&#039; - Select the sound that plays when collecting a recovery heart, magic refill, or any type of ammo.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.ootrs&amp;lt;/code&amp;gt; extension.&lt;br /&gt;
&lt;br /&gt;
On the website, you can select a single folder to randomize in through the file picker or drag multiple directories onto the custom music field.&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&lt;br /&gt;
Run with ootrandomizer.py:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expansions.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakariko Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 8.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
Replaced by Add Bombchu Bag and Drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 8.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffled Child Trade Sequence Items.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3356</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3356"/>
		<updated>2024-02-01T03:15:19Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Replace image of BusinessAlex&amp;#039;s template for Linso&amp;#039;s tracker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&amp;lt;!--I have commented this tracker out as it seems the link may be redirecting to a malicious site. Please remove by April 2023 if we have not gotten in contact with the creator by then - Dusk--&amp;gt;&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ben Plays Potsanity Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1FvCg4i6_atfeNG_1k-RuJBWEaAYFAvS0JDrH5OAEbgc/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support&#039;&#039;&#039;: All (Google Sheet)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Checklist compatible with potsanity&lt;br /&gt;
&lt;br /&gt;
*Vanilla and MQ compatible.&lt;br /&gt;
&lt;br /&gt;
*You will need to make a copy to use it.&lt;br /&gt;
&lt;br /&gt;
[[File:Benplays_checklist.png|800x450px|Benplays_checklist.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13tn7SoDV4KXWwoazQjiEmU1bkWV4MxlWlkIv1G8ggug/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hashfrog Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://hashfrog-tracker.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item + Hints + Checklist (with logic)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A web-based [https://wiki.ootrandomizer.com/index.php?title=Trackers#Gossip_Stones_Item_Tracker Gossip Stone-like tracker].&lt;br /&gt;
&lt;br /&gt;
*Check/Location tracking based on the randomizer generator logic.&lt;br /&gt;
&lt;br /&gt;
*Supports the settings of various tournament/competitive presets&lt;br /&gt;
&lt;br /&gt;
*Layout automatically made based on your selected preset.&lt;br /&gt;
&lt;br /&gt;
*Layout customization, UI editor, custom elements/icons and more.&lt;br /&gt;
&lt;br /&gt;
*Store and share layout configuration in JSON files.&lt;br /&gt;
&lt;br /&gt;
[[File:hashfrog2.png|300x169px|hashfrog2.png]][[File:hashfrog.png|300x350px|hashfrog.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|695x380px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Track-OoT Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker.&lt;br /&gt;
&lt;br /&gt;
*An offline version of this tracker is available as an [https://wiki.ootrandomizer.com/index.php?title=Trackers#Xopar.27s_Package Emotracker package]. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1LePVZX1WfgsHmVhRWRDE14rwULJQXpws Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/nbmBqn Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/L-P/Ivan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ocarina of Time Maps Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/SiriusGG/ootm/releases Link]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://github.com/SiriusGG/ootm ReadMe]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Everything that runs Java desktop applications&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker with high-resolution images of in-game regions.&lt;br /&gt;
&lt;br /&gt;
*Add entrances using an intuitive user interface. Read the ReadMe for more info on how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports English and German.&lt;br /&gt;
&lt;br /&gt;
*Based on Stable v7.1. Note that this means that it does &#039;&#039;&#039;not&#039;&#039;&#039; support mixed pools.&lt;br /&gt;
&lt;br /&gt;
*Requires Java (see ReadMe), but no additional dependencies.&lt;br /&gt;
&lt;br /&gt;
[[File:ootm4.png|300x350px|ootm4.png]][[File:ootm5.png|300x350px|ootm5.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ootm2.png|300x350px|ootm2.png]][[File:ootm3.png|300x350px|ootm3.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/rattus128/Rattrack/blob/0.1/README Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with:&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;&lt;br /&gt;
x64:&lt;br /&gt;
BizHawk v2.7 and up&lt;br /&gt;
ModLoader v3.01&lt;br /&gt;
m64p July 13, 2021 and up&lt;br /&gt;
RetroArch 1.9.0 and up&lt;br /&gt;
RMG v0.1.3 and up&lt;br /&gt;
Ship of Harkinian v3.0.0 to v3.0.1&lt;br /&gt;
&lt;br /&gt;
x86:&lt;br /&gt;
Project 64 v3.0.0 and up&lt;br /&gt;
m64py 0.2.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV6.jpg|576x911px|TrackerOfTimeV6.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/YJxHan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ.&lt;br /&gt;
&lt;br /&gt;
*Crashes if you toggle it too many times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;LinSoraK&#039;s Item Tracker&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://pastebin.com/vYrNGweu Link] || --&amp;gt;[https://discord.gg/n7AzcMpwXf Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*A beta version including keys can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
*Supports custom layouts. Additional layouts can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== BusinessAlex&#039;s Layout ===&lt;br /&gt;
[https://drive.google.com/drive/folders/173G9T5Y4HYKECLeJMiBPlMugZvnZqqK-?usp=drive_link Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A simple item tracker.&lt;br /&gt;
* Supports Trade Quest Shuffle, Ocarina Note Shuffle, Silver Rupee Shuffle, and Keysanity.&lt;br /&gt;
* Tracks completion of mini-dungeons.&lt;br /&gt;
* Layouts available for: OoTR, MMR &amp;amp; OoTMM.&lt;br /&gt;
* Alternate Downloads availabe in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:BusinessAlex.jpg|425x425px|BusinessAlex.jpg]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Not updated.&lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This package no longer includes map tracking.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3355</id>
		<title>File:BusinessAlex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3355"/>
		<updated>2024-02-01T03:13:09Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Maplestar uploaded a new version of File:BusinessAlex.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{to|1=Screenshot of BusinessAlex&#039;s template for LinSoraK&#039;s item tracker}}&lt;br /&gt;
|date=2024-01-26&lt;br /&gt;
|source=https://media.discordapp.net/attachments/1200568036797718548/1200621469231759480/image.png?ex=65c6d8e0&amp;amp;is=65b463e0&amp;amp;hm=1675d626bf06d85e768a81815459f65eff17e15bc0d5a6f9b182ccc109d5e8af&amp;amp;=&amp;amp;format=webp&amp;amp;quality=lossless&amp;amp;width=367&amp;amp;height=543&lt;br /&gt;
|author=BusinessAlex&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{cc-by-sa-4.0}}&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3348</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3348"/>
		<updated>2024-01-27T02:22:35Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* BusinessAlex&amp;#039;s Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&amp;lt;!--I have commented this tracker out as it seems the link may be redirecting to a malicious site. Please remove by April 2023 if we have not gotten in contact with the creator by then - Dusk--&amp;gt;&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ben Plays Potsanity Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1FvCg4i6_atfeNG_1k-RuJBWEaAYFAvS0JDrH5OAEbgc/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support&#039;&#039;&#039;: All (Google Sheet)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Checklist compatible with potsanity&lt;br /&gt;
&lt;br /&gt;
*Vanilla and MQ compatible.&lt;br /&gt;
&lt;br /&gt;
*You will need to make a copy to use it.&lt;br /&gt;
&lt;br /&gt;
[[File:Benplays_checklist.png|800x450px|Benplays_checklist.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13tn7SoDV4KXWwoazQjiEmU1bkWV4MxlWlkIv1G8ggug/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hashfrog Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://hashfrog-tracker.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item + Hints + Checklist (with logic)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A web-based [https://wiki.ootrandomizer.com/index.php?title=Trackers#Gossip_Stones_Item_Tracker Gossip Stone-like tracker].&lt;br /&gt;
&lt;br /&gt;
*Check/Location tracking based on the randomizer generator logic.&lt;br /&gt;
&lt;br /&gt;
*Supports the settings of various tournament/competitive presets&lt;br /&gt;
&lt;br /&gt;
*Layout automatically made based on your selected preset.&lt;br /&gt;
&lt;br /&gt;
*Layout customization, UI editor, custom elements/icons and more.&lt;br /&gt;
&lt;br /&gt;
*Store and share layout configuration in JSON files.&lt;br /&gt;
&lt;br /&gt;
[[File:hashfrog2.png|300x169px|hashfrog2.png]][[File:hashfrog.png|300x350px|hashfrog.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|695x380px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Track-OoT Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker.&lt;br /&gt;
&lt;br /&gt;
*An offline version of this tracker is available as an [https://wiki.ootrandomizer.com/index.php?title=Trackers#Xopar.27s_Package Emotracker package]. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1LePVZX1WfgsHmVhRWRDE14rwULJQXpws Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/nbmBqn Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/L-P/Ivan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ocarina of Time Maps Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/SiriusGG/ootm/releases Link]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://github.com/SiriusGG/ootm ReadMe]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Everything that runs Java desktop applications&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker with high-resolution images of in-game regions.&lt;br /&gt;
&lt;br /&gt;
*Add entrances using an intuitive user interface. Read the ReadMe for more info on how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports English and German.&lt;br /&gt;
&lt;br /&gt;
*Based on Stable v7.1. Note that this means that it does &#039;&#039;&#039;not&#039;&#039;&#039; support mixed pools.&lt;br /&gt;
&lt;br /&gt;
*Requires Java (see ReadMe), but no additional dependencies.&lt;br /&gt;
&lt;br /&gt;
[[File:ootm4.png|300x350px|ootm4.png]][[File:ootm5.png|300x350px|ootm5.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ootm2.png|300x350px|ootm2.png]][[File:ootm3.png|300x350px|ootm3.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/rattus128/Rattrack/blob/0.1/README Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with:&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;&lt;br /&gt;
x64:&lt;br /&gt;
BizHawk v2.7 and up&lt;br /&gt;
ModLoader v3.01&lt;br /&gt;
m64p July 13, 2021 and up&lt;br /&gt;
RetroArch 1.9.0 and up&lt;br /&gt;
RMG v0.1.3 and up&lt;br /&gt;
Ship of Harkinian v3.0.0 to v3.0.1&lt;br /&gt;
&lt;br /&gt;
x86:&lt;br /&gt;
Project 64 v3.0.0 and up&lt;br /&gt;
m64py 0.2.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV6.jpg|576x911px|TrackerOfTimeV6.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/YJxHan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ.&lt;br /&gt;
&lt;br /&gt;
*Crashes if you toggle it too many times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;LinSoraK&#039;s Item Tracker&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://pastebin.com/vYrNGweu Link] || --&amp;gt;[https://discord.gg/n7AzcMpwXf Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*A beta version including keys can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
*Supports custom layouts. Additional layouts can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== BusinessAlex&#039;s Layout ===&lt;br /&gt;
[https://drive.google.com/drive/folders/173G9T5Y4HYKECLeJMiBPlMugZvnZqqK-?usp=drive_link Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A simple item tracker.&lt;br /&gt;
* Supports Trade Quest Shuffle, Ocarina Note Shuffle, and Keysanity.&lt;br /&gt;
* Tracks completion of mini-dungeons.&lt;br /&gt;
* Layouts available for: OoTR, MMR &amp;amp; OoTMM.&lt;br /&gt;
* Alternate Downloads availabe in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:BusinessAlex.jpg|631x426px|BusinessAlex.jpg]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Not updated.&lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This package no longer includes map tracking.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3347</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3347"/>
		<updated>2024-01-27T02:11:50Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: LinSoraK&amp;#039;s tracker link removed as it is dead, just discord linked now. Added the layout for it by BusinessAlex. LinSoraK is now listed like EmoTracker as it&amp;#039;s own collapsible section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&amp;lt;!--I have commented this tracker out as it seems the link may be redirecting to a malicious site. Please remove by April 2023 if we have not gotten in contact with the creator by then - Dusk--&amp;gt;&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ben Plays Potsanity Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1FvCg4i6_atfeNG_1k-RuJBWEaAYFAvS0JDrH5OAEbgc/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support&#039;&#039;&#039;: All (Google Sheet)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Checklist compatible with potsanity&lt;br /&gt;
&lt;br /&gt;
*Vanilla and MQ compatible.&lt;br /&gt;
&lt;br /&gt;
*You will need to make a copy to use it.&lt;br /&gt;
&lt;br /&gt;
[[File:Benplays_checklist.png|800x450px|Benplays_checklist.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13tn7SoDV4KXWwoazQjiEmU1bkWV4MxlWlkIv1G8ggug/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hashfrog Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://hashfrog-tracker.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item + Hints + Checklist (with logic)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A web-based [https://wiki.ootrandomizer.com/index.php?title=Trackers#Gossip_Stones_Item_Tracker Gossip Stone-like tracker].&lt;br /&gt;
&lt;br /&gt;
*Check/Location tracking based on the randomizer generator logic.&lt;br /&gt;
&lt;br /&gt;
*Supports the settings of various tournament/competitive presets&lt;br /&gt;
&lt;br /&gt;
*Layout automatically made based on your selected preset.&lt;br /&gt;
&lt;br /&gt;
*Layout customization, UI editor, custom elements/icons and more.&lt;br /&gt;
&lt;br /&gt;
*Store and share layout configuration in JSON files.&lt;br /&gt;
&lt;br /&gt;
[[File:hashfrog2.png|300x169px|hashfrog2.png]][[File:hashfrog.png|300x350px|hashfrog.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|695x380px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Track-OoT Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker.&lt;br /&gt;
&lt;br /&gt;
*An offline version of this tracker is available as an [https://wiki.ootrandomizer.com/index.php?title=Trackers#Xopar.27s_Package Emotracker package]. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1LePVZX1WfgsHmVhRWRDE14rwULJQXpws Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/nbmBqn Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/L-P/Ivan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ocarina of Time Maps Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/SiriusGG/ootm/releases Link]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://github.com/SiriusGG/ootm ReadMe]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Everything that runs Java desktop applications&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker with high-resolution images of in-game regions.&lt;br /&gt;
&lt;br /&gt;
*Add entrances using an intuitive user interface. Read the ReadMe for more info on how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports English and German.&lt;br /&gt;
&lt;br /&gt;
*Based on Stable v7.1. Note that this means that it does &#039;&#039;&#039;not&#039;&#039;&#039; support mixed pools.&lt;br /&gt;
&lt;br /&gt;
*Requires Java (see ReadMe), but no additional dependencies.&lt;br /&gt;
&lt;br /&gt;
[[File:ootm4.png|300x350px|ootm4.png]][[File:ootm5.png|300x350px|ootm5.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ootm2.png|300x350px|ootm2.png]][[File:ootm3.png|300x350px|ootm3.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/rattus128/Rattrack/blob/0.1/README Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with:&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;&lt;br /&gt;
x64:&lt;br /&gt;
BizHawk v2.7 and up&lt;br /&gt;
ModLoader v3.01&lt;br /&gt;
m64p July 13, 2021 and up&lt;br /&gt;
RetroArch 1.9.0 and up&lt;br /&gt;
RMG v0.1.3 and up&lt;br /&gt;
Ship of Harkinian v3.0.0 to v3.0.1&lt;br /&gt;
&lt;br /&gt;
x86:&lt;br /&gt;
Project 64 v3.0.0 and up&lt;br /&gt;
m64py 0.2.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV6.jpg|576x911px|TrackerOfTimeV6.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/YJxHan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ.&lt;br /&gt;
&lt;br /&gt;
*Crashes if you toggle it too many times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;LinSoraK&#039;s Item Tracker&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://pastebin.com/vYrNGweu Link] || --&amp;gt;[https://discord.gg/n7AzcMpwXf Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*A beta version including keys can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
*Supports custom layouts. Additional layouts can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== BusinessAlex&#039;s Layout ===&lt;br /&gt;
[https://drive.google.com/drive/folders/173G9T5Y4HYKECLeJMiBPlMugZvnZqqK-?usp=drive_link Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A simple item tracker&lt;br /&gt;
* Supports Trade Quest Shuffle, Ocarina Note Shuffle, and Keysanity&lt;br /&gt;
* Layouts available for: OoTR, MMR &amp;amp; OoTMM&lt;br /&gt;
* Alternate Downloads availabe in LinSoraK&#039;s Discord server&lt;br /&gt;
&lt;br /&gt;
[[File:BusinessAlex.jpg|631x426px|BusinessAlex.jpg]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Not updated.&lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This package no longer includes map tracking.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3346</id>
		<title>File:BusinessAlex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=File:BusinessAlex.jpg&amp;diff=3346"/>
		<updated>2024-01-27T02:04:10Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Uploaded a work by BusinessAlex from https://media.discordapp.net/attachments/1200568036797718548/1200621469231759480/image.png?ex=65c6d8e0&amp;amp;is=65b463e0&amp;amp;hm=1675d626bf06d85e768a81815459f65eff17e15bc0d5a6f9b182ccc109d5e8af&amp;amp;=&amp;amp;format=webp&amp;amp;quality=lossless&amp;amp;width=367&amp;amp;height=543 with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{to|1=Screenshot of BusinessAlex&#039;s template for LinSoraK&#039;s item tracker}}&lt;br /&gt;
|date=2024-01-26&lt;br /&gt;
|source=https://media.discordapp.net/attachments/1200568036797718548/1200621469231759480/image.png?ex=65c6d8e0&amp;amp;is=65b463e0&amp;amp;hm=1675d626bf06d85e768a81815459f65eff17e15bc0d5a6f9b182ccc109d5e8af&amp;amp;=&amp;amp;format=webp&amp;amp;quality=lossless&amp;amp;width=367&amp;amp;height=543&lt;br /&gt;
|author=BusinessAlex&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{cc-by-sa-4.0}}&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3222</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3222"/>
		<updated>2023-12-14T05:03:48Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Tyrus&amp;#039;s Green Rupee Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&amp;lt;!--I have commented this tracker out as it seems the link may be redirecting to a malicious site. Please remove by April 2023 if we have not gotten in contact with the creator by then - Dusk--&amp;gt;&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ben Plays Potsanity Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1FvCg4i6_atfeNG_1k-RuJBWEaAYFAvS0JDrH5OAEbgc/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support&#039;&#039;&#039;: All (Google Sheet)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Checklist compatible with potsanity&lt;br /&gt;
&lt;br /&gt;
*Vanilla and MQ compatible.&lt;br /&gt;
&lt;br /&gt;
*You will need to make a copy to use it.&lt;br /&gt;
&lt;br /&gt;
[[File:Benplays_checklist.png|800x450px|Benplays_checklist.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13tn7SoDV4KXWwoazQjiEmU1bkWV4MxlWlkIv1G8ggug/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hashfrog Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://hashfrog-tracker.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item + Hints + Checklist (with logic)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A web-based [https://wiki.ootrandomizer.com/index.php?title=Trackers#Gossip_Stones_Item_Tracker Gossip Stone-like tracker].&lt;br /&gt;
&lt;br /&gt;
*Check/Location tracking based on the randomizer generator logic.&lt;br /&gt;
&lt;br /&gt;
*Supports the settings of various tournament/competitive presets&lt;br /&gt;
&lt;br /&gt;
*Layout automatically made based on your selected preset.&lt;br /&gt;
&lt;br /&gt;
*Layout customization, UI editor, custom elements/icons and more.&lt;br /&gt;
&lt;br /&gt;
*Store and share layout configuration in JSON files.&lt;br /&gt;
&lt;br /&gt;
[[File:hashfrog2.png|300x169px|hashfrog2.png]][[File:hashfrog.png|300x350px|hashfrog.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|695x380px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Track-OoT Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker.&lt;br /&gt;
&lt;br /&gt;
*An offline version of this tracker is available as an [https://wiki.ootrandomizer.com/index.php?title=Trackers#Xopar.27s_Package Emotracker package]. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1LePVZX1WfgsHmVhRWRDE14rwULJQXpws Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/nbmBqn Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/L-P/Ivan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LinSoraK&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link] || [https://discord.gg/n7AzcMpwXf Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*A beta version including keys can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ocarina of Time Maps Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/SiriusGG/ootm/releases Link]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://github.com/SiriusGG/ootm ReadMe]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Everything that runs Java desktop applications&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker with high-resolution images of in-game regions.&lt;br /&gt;
&lt;br /&gt;
*Add entrances using an intuitive user interface. Read the ReadMe for more info on how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports English and German.&lt;br /&gt;
&lt;br /&gt;
*Based on Stable v7.1. Note that this means that it does &#039;&#039;&#039;not&#039;&#039;&#039; support mixed pools.&lt;br /&gt;
&lt;br /&gt;
*Requires Java (see ReadMe), but no additional dependencies.&lt;br /&gt;
&lt;br /&gt;
[[File:ootm4.png|300x350px|ootm4.png]][[File:ootm5.png|300x350px|ootm5.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ootm2.png|300x350px|ootm2.png]][[File:ootm3.png|300x350px|ootm3.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/rattus128/Rattrack/blob/0.1/README Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with:&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;&lt;br /&gt;
x64:&lt;br /&gt;
BizHawk v2.7 and up&lt;br /&gt;
ModLoader v3.01&lt;br /&gt;
m64p July 13, 2021 and up&lt;br /&gt;
RetroArch 1.9.0 and up&lt;br /&gt;
RMG v0.1.3 and up&lt;br /&gt;
Ship of Harkinian v3.0.0 to v3.0.1&lt;br /&gt;
&lt;br /&gt;
x86:&lt;br /&gt;
Project 64 v3.0.0 and up&lt;br /&gt;
m64py 0.2.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV6.jpg|576x911px|TrackerOfTimeV6.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/YJxHan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ.&lt;br /&gt;
&lt;br /&gt;
*Crashes if you toggle it too many times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Not updated.&lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This package no longer includes map tracking.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3221</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=3221"/>
		<updated>2023-12-14T04:33:15Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: replace dead links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&amp;lt;!--I have commented this tracker out as it seems the link may be redirecting to a malicious site. Please remove by April 2023 if we have not gotten in contact with the creator by then - Dusk--&amp;gt;&lt;br /&gt;
&amp;lt;!--=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ben Plays Potsanity Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1FvCg4i6_atfeNG_1k-RuJBWEaAYFAvS0JDrH5OAEbgc/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support&#039;&#039;&#039;: All (Google Sheet)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Checklist compatible with potsanity&lt;br /&gt;
&lt;br /&gt;
*Vanilla and MQ compatible.&lt;br /&gt;
&lt;br /&gt;
*You will need to make a copy to use it.&lt;br /&gt;
&lt;br /&gt;
[[File:Benplays_checklist.png|800x450px|Benplays_checklist.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13tn7SoDV4KXWwoazQjiEmU1bkWV4MxlWlkIv1G8ggug/edit?usp=sharing Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hashfrog Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://hashfrog-tracker.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item + Hints + Checklist (with logic)&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A web-based [https://wiki.ootrandomizer.com/index.php?title=Trackers#Gossip_Stones_Item_Tracker Gossip Stone-like tracker].&lt;br /&gt;
&lt;br /&gt;
*Check/Location tracking based on the randomizer generator logic.&lt;br /&gt;
&lt;br /&gt;
*Supports the settings of various tournament/competitive presets&lt;br /&gt;
&lt;br /&gt;
*Layout automatically made based on your selected preset.&lt;br /&gt;
&lt;br /&gt;
*Layout customization, UI editor, custom elements/icons and more.&lt;br /&gt;
&lt;br /&gt;
*Store and share layout configuration in JSON files.&lt;br /&gt;
&lt;br /&gt;
[[File:hashfrog2.png|300x169px|hashfrog2.png]][[File:hashfrog.png|300x350px|hashfrog.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|695x380px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Track-OoT Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker.&lt;br /&gt;
&lt;br /&gt;
*An offline version of this tracker is available as an [https://wiki.ootrandomizer.com/index.php?title=Trackers#Xopar.27s_Package Emotracker package]. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1LePVZX1WfgsHmVhRWRDE14rwULJQXpws Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/nbmBqn Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/L-P/Ivan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LinSoraK&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link] || [https://discord.gg/n7AzcMpwXf Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
*A beta version including keys can be found in LinSoraK&#039;s Discord server.&lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ocarina of Time Maps Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/SiriusGG/ootm/releases Link]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://github.com/SiriusGG/ootm ReadMe]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Everything that runs Java desktop applications&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker with high-resolution images of in-game regions.&lt;br /&gt;
&lt;br /&gt;
*Add entrances using an intuitive user interface. Read the ReadMe for more info on how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports English and German.&lt;br /&gt;
&lt;br /&gt;
*Based on Stable v7.1. Note that this means that it does &#039;&#039;&#039;not&#039;&#039;&#039; support mixed pools.&lt;br /&gt;
&lt;br /&gt;
*Requires Java (see ReadMe), but no additional dependencies.&lt;br /&gt;
&lt;br /&gt;
[[File:ootm4.png|300x350px|ootm4.png]][[File:ootm5.png|300x350px|ootm5.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ootm2.png|300x350px|ootm2.png]][[File:ootm3.png|300x350px|ootm3.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/rattus128/Rattrack/blob/0.1/README Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with:&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;&lt;br /&gt;
x64:&lt;br /&gt;
BizHawk v2.7 and up&lt;br /&gt;
ModLoader v3.01&lt;br /&gt;
m64p July 13, 2021 and up&lt;br /&gt;
RetroArch 1.9.0 and up&lt;br /&gt;
RMG v0.1.3 and up&lt;br /&gt;
Ship of Harkinian v3.0.0 to v3.0.1&lt;br /&gt;
&lt;br /&gt;
x86:&lt;br /&gt;
Project 64 v3.0.0 and up&lt;br /&gt;
m64py 0.2.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV6.jpg|576x911px|TrackerOfTimeV6.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/YJxHan Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Not updated.&lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This package no longer includes map tracking.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Category:Racing_Rules&amp;diff=3195</id>
		<title>Category:Racing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Category:Racing_Rules&amp;diff=3195"/>
		<updated>2023-11-18T23:23:12Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Get rid of bombch.us link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
When playing Ocarina of Time Randomizer (OoTR), players often choose to impose rules upon themselves for more challenge, to learn something new, or implicitly should they not know some things are possible. The most common scenario to impose rules upon players, however, is when [[racing]]. It&#039;s important that every player in a race follow the same guidelines to create as even a playing field as possible.&lt;br /&gt;
&lt;br /&gt;
OoTR has 4 main rulesets for racing: Standard, GGJ (Glitchless + Ground Jumps), DDR (Dungeon Door Requirement) and noIM/WW. Below are the motivations behind each ruleset, the links to the detailed pages for each, and the major differences between Standard and GGJ because both are glitchless-based rulesets.&lt;br /&gt;
&lt;br /&gt;
== Universal Rules ==&lt;br /&gt;
Universal Rules, which are applicable to all OoTR community races regardless of Ruleset used:&lt;br /&gt;
*OoTR can be played on many platforms; however, Project64 v2.x and Modloader64 are not permitted for racing. [https://www.pj64-emu.com/public-releases Project64 v3.0+] is race legal, though.&lt;br /&gt;
*Running on WiiVC, it must be ensured that the original IOS9 (version 1034) is installed, as custom version of this IOS tend to have significantly faster loading times. A guide on how to install the original IOS9 can be found [https://www.youtube.com/watch?v=j1v2SYTTKTc here].&lt;br /&gt;
*Emulator users must make sure they meet the [https://wiki.ootrandomizer.com/index.php?title=Racing#Emulator_Settings_Requirements emulator requirements] before racing.&lt;br /&gt;
*Any Emulator functions/speedups are prohibited. This includes, but is by no means limited to: savestates, turbo functions, texture packs, and altering framerates/frame load times.&lt;br /&gt;
*All tracking must be done manually; autotracking, Chat tracking, or help from anyone else tracking digitally or in person is not allowed. Autotrackers placed in Manual Mode are still prohibited for use in races. You must maintain your own notes.&lt;br /&gt;
**The only exception is in Co-op races, in which part of the race format is the sharing of information between two racers working as a team. The team is still prohibited from assistance from anyone that is not part of the team.&lt;br /&gt;
*All races that require streaming (racetime.gg) will require you to stream your race footage live for the entire duration of the race. It is also required to enable automatic saving of the VoD. The VoD needs to stay available for a reasonable amount of time after the race has concluded in case of potential proof calls.&lt;br /&gt;
**It is recommended to keep a local recording in case of a stream outage, especially for racers with an unstable internet connection. The individual race result may be invalidated should there be a proof call without video footage to go after.&lt;br /&gt;
*Any knowledge of the seed which is not gained through gameplay is grounds for disqualification. This includes, but is by no means limited to: being informed of item locations by Chat, watching other racers or a race restream to learn about the seed, viewing a seed&#039;s Spoiler Log prior to race completion, or reverse-engineering a Spoiler Log.&lt;br /&gt;
**Spoiler Log Races, in which all racers are permitted to view the Log before the start of the race, are exempt from the &amp;quot;viewing a seed&#039;s Spoiler Log prior to race completion&amp;quot; portion of this rule.&lt;br /&gt;
*No modifications to the base OoT ROM or VC WAD are permitted other than those available in officially recognized versions of the randomizer, including but not limited to:&lt;br /&gt;
**Release and Dev versions available on ootrandomizer.com&lt;br /&gt;
**Offline versions of stable Releases&lt;br /&gt;
**Offline versions of the main development branch or developers&#039; personal forks&lt;br /&gt;
**gzinject or gzinjectGUI for offline WAD injection&lt;br /&gt;
*Cosmetic custom player models are allowed in racing as long as they use the original OoT model skeleton. &lt;br /&gt;
**A list of custom models can be found [https://docs.google.com/spreadsheets/d/1xbJnYw8lGR_qAkpvOQXlzvSUobWdX6phTm1SRbXy4TQ/edit#gid=1223582726 here] - only models indicated as Race Legal on this list are allowed. &lt;br /&gt;
**Non race-legal custom skeletons will force a message on top of the item menu, indicating the altered skeleton, but only for the currently active age.&lt;br /&gt;
**Discovery of a non race-legal custom model after the start of a race will require a repatch with an allowed model and will not award the player any make-up time for the time lost. Note that you will only see one model at the start of the race and are responsible for both models being race-legal.&lt;br /&gt;
**Usage of non race-legal custom models throughout a seed will result in a DQ.&lt;br /&gt;
*Usage of multiple accounts to race in the OoTR racing categories on both SRL and racetime.gg is not allowed without explicit permission by the Race Mods and will lead to a category ban of all related user accounts.&lt;br /&gt;
**Exceptions to this rule can be made on a case by case basis depending on the circumstances and need to be requested before racing OoTR the first time on the additional account.&lt;br /&gt;
**As part of the request, it is required to name the identity of the account to the race mods.&lt;br /&gt;
&lt;br /&gt;
== Standard ==&lt;br /&gt;
&lt;br /&gt;
The goal of this ruleset is to be flexible to the will of the Randomizer Community as well as cater to balancing the randomizer experience with what&#039;s possible in the vanilla game. [[Standard|[Detailed Page]]]&lt;br /&gt;
&lt;br /&gt;
== Glitchless + Ground Jumps (GGJ) ==&lt;br /&gt;
&lt;br /&gt;
Glitchless + Ground Jumps seeks to emulate the rulesets of the base game, Ocarina of Time. Any technique which is possible without performing a glitch is allowed as well as the singular glitch of Ground Jumping, which is allowed in order to mitigate the Recoil Jump technique&#039;s high degree of difficulty. [[GGJ|[Detailed Page]]]&lt;br /&gt;
&lt;br /&gt;
== Standard vs. GGJ ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of the major differences between the Standard and GGJ rulesets in no particular order:&lt;br /&gt;
&lt;br /&gt;
*Ground Jumps &lt;br /&gt;
**This technique is allowed in both rulesets, however Standard bans groundjumping out of hoverboots, while GGJ allows it. This can be used to skip the hookshot entirely in Shadow Temple as well as reach the Spirit Compass without a hookshot, as examples.&lt;br /&gt;
&lt;br /&gt;
*Damage Boosting &lt;br /&gt;
**Banned in Standard, GGJ gives the player the full capability of damage boosting, allowing completion of Shadow Temple without the Hover Boots, among many other skips.&lt;br /&gt;
&lt;br /&gt;
*Age Restrictions &lt;br /&gt;
**Banned in Standard is the ability for child to be in &#039;adult areas&#039; and vice versa. This is gone in GGJ, allowing for child to enter Gerudo Fortress, and for child to cross the inside of spirit, aka &amp;quot;Crazy Dance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Flame Storage &lt;br /&gt;
**Flame Storage is banned entirely in GGJ as it is a glitch, Standard allows this.&lt;br /&gt;
&lt;br /&gt;
*Inbounds Seamwalking &lt;br /&gt;
**Banned in Standard, fully allowed in GGJ.&lt;br /&gt;
&lt;br /&gt;
*Fire Arrow Entry to Shadow &lt;br /&gt;
**Banned in Standard, allowed in GGJ.&lt;br /&gt;
&lt;br /&gt;
*Hookshot Extension &lt;br /&gt;
**This technique is allowed in all locations by GGJ, however crossing the Gerudo Bridge has conditional bans in Standard.&lt;br /&gt;
&lt;br /&gt;
*Actor Culling &lt;br /&gt;
**Manipulating the camera to cause actors to cull, or become inactive and/or otherwise disrupt their normal function, is banned in Standard for boulders, specifically in the case whereby you Hookshot through them. This is allowed in GGJ. Other instances of actor culling are generally allowed in both rulesets including: Schrodinger&#039;s Bridge (aka cat chain), keeping enemies off camera for more favorable movement.&lt;br /&gt;
&lt;br /&gt;
*Market Shops at Night&lt;br /&gt;
**Allowed in GGJ, banned in Standard.&lt;br /&gt;
&lt;br /&gt;
== Dungeon Door Requirement (DDR) ==&lt;br /&gt;
The Dungeon Door Requirement ruleset is a glitched ruleset designed specifically with randomizer in mind. While the ruleset utilizes glitches, it is meant to be played using glitchless logic; this means that racers of glitchless rulesets (e.g., Standard and GGJ) can immediately play and learn alongside DDR racers. [[Dungeon Door Requirement|[Detailed Page]]]&lt;br /&gt;
&lt;br /&gt;
== No Item Manipulation/Wrong Warp (noIM/WW) ==&lt;br /&gt;
&lt;br /&gt;
The most glitch heavy of the main rulesets, all but the most broken or imbalanced glitches of Ocarina of Time are allowed. [[No_IM/WW|[Detailed Page]]]&lt;br /&gt;
&lt;br /&gt;
== Retired Rulesets ==&lt;br /&gt;
&lt;br /&gt;
The following rulesets were previously used by the OoTR community, but have since been retired from use in races.&lt;br /&gt;
&lt;br /&gt;
*[[Accessible_Ruleset|Accessible]]&lt;br /&gt;
*No Major Glitches / NMG&lt;br /&gt;
&lt;br /&gt;
== Additional Pages ==&lt;br /&gt;
Below are all of the pages which have specific race rules on them.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Custom_Models&amp;diff=3194</id>
		<title>Custom Models</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Custom_Models&amp;diff=3194"/>
		<updated>2023-11-18T23:22:37Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Get rid of bombch.us link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of randomizer version 7.0, the Link player models can be replaced with custom creations via the use of .zobj files. This is the only file type compatible with the randomizer. &lt;br /&gt;
&lt;br /&gt;
These custom model files may additionally replace all item models which are connected to Link, such as the bottle, bow, and boomerang. However, item models will not change when disconnected from Link, for example free-standing items and the boomerang while it&#039;s in flight. The only exceptions to this are the Keaton Mask, Spooky Mask, and Bunny Hood which will also show the changed item on their respective NPCs (Not Skull Mask because the eyes glow on skull kid and is thus a separate item in the code).&lt;br /&gt;
&lt;br /&gt;
== Known Custom Models ==&lt;br /&gt;
&lt;br /&gt;
In order to protect the project as a whole, the rando discord community does not share any models which may contain copyrighted assets. The user [https://github.com/hylian-modding Hylian-modding] on GitHub has more information regarding .zobj files.&lt;br /&gt;
&lt;br /&gt;
All models we are aware of have been categorized in this [https://docs.google.com/spreadsheets/d/1xbJnYw8lGR_qAkpvOQXlzvSUobWdX6phTm1SRbXy4TQ/edit?usp=sharing google sheet] for easy reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Custom Models ==&lt;br /&gt;
&lt;br /&gt;
=== Online Generator ===&lt;br /&gt;
&lt;br /&gt;
Models cannot be included in the initial generation, only added during patching. Thus, to use custom models first generate the seed, then on the patching page enable &amp;quot;Override Original Cosmetics&amp;quot; and set your Cosmetics and SFX tab options. One custom model for each age may be selected in the Cosmetics tab.&lt;br /&gt;
&lt;br /&gt;
=== Bundled Version or Offline Dev Builds ===&lt;br /&gt;
&lt;br /&gt;
Navigate to the randomizer folder, then data\Models. Place the .zobj files in the corresponding age folder. Open Gui.py and the model file names will be added to the Models dropdown options in the Cosmetics tab. Please be cautious of the age folders as a .zobj for the wrong age will patch, but will crash the rom upon load.&lt;br /&gt;
&lt;br /&gt;
This method also permits a random model to be selected from those placed in the folder.&lt;br /&gt;
&lt;br /&gt;
Please note that patch files generated will not include custom models, only .z64 rom files will have the change.&lt;br /&gt;
&lt;br /&gt;
For assistance installing the randomizer, please see [https://wiki.ootrandomizer.com/index.php?title=Setup#Downloading_the_Randomizer this page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Racing with Custom Models ==&lt;br /&gt;
&lt;br /&gt;
Custom models must not provide any additional benefit over using Link&#039;s standard models. Please carefully read the [https://wiki.ootrandomizer.com/index.php?title=Category:Racing_Rules#Universal_Rules Universal Rules section] before using any custom model in a race. &lt;br /&gt;
&lt;br /&gt;
For quick reference, a list of known custom models can be found [https://docs.google.com/spreadsheets/d/1xbJnYw8lGR_qAkpvOQXlzvSUobWdX6phTm1SRbXy4TQ/edit#gid=1223582726 here] - only models indicated as Race Legal may be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Custom Models ==&lt;br /&gt;
&lt;br /&gt;
A guide for creating custom models can be found [https://docs.google.com/document/d/14MzUYycFmWoctEQ9hDLC8RMXsxPcaCT4GhI31NxwkpA/edit?usp=sharing here]. For additional assistance, please ask in #dev-model-work in the [https://discord.gg/ootrandomizer discord].&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3193</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3193"/>
		<updated>2023-11-18T23:19:31Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: v8.0 Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
=== Generate New Seed ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
=== Generate From Patch File ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Types&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Show Seed Info on File Screen&#039;&#039;&#039; - Enables the text box for &#039;&#039;&#039;User-Configurable Message&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;User-Configurable Message&#039;&#039;&#039; - Anything typed here will display on the file select screen of the game. Useful for plando&#039;d seeds intended to be shared with friends and in race settings to ensure all players have the same seed at a glance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them. (Some Entrance Randomizer settings may change this to function as Closed Deku instead during generation. Shuffle Boss Entrances, however, is compatible with Closed Forest as of v8.0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Thieves&#039; Hideout Entrances&#039;&#039;&#039; - Shuffles the individual doorways of Thieves&#039; Hideout into the interiors pool. Savewarping from any Thieves&#039; Hideout interior will return Link to the first jail room. &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; must be enabled in order to turn on this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Valley River Exit&#039;&#039;&#039; - Randomizes the one-way exit of diving into the Gerudo Valley waterway.&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Add Bombchu Bag and Drops&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are considered a progression item by logic. The first Bombchus found will give a bag to hold them, like a bomb bag, along with the number of Bombchus in that pack. This will unlock Bombchu Bowling (if not already unlocked by finding a bomb bag first), buying Bombchu refills from shops, and buying Bombchus from the wasteland carpet salesman. Once a Bombchu Bag is found, Bombchus can be found in grace and rocks in the same manner as regular bombs.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Finding a Bomb Bag is the sole condition to play Bombchu Bowling and buy Bombchus from shops which are available for repeatable purchase. Shopsanity one-time purchase Bombchus do not require a Bomb Bag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Child Trade Sequence Items&#039;&#039;&#039; - Shuffles the location of items in the child trade quest. If both Weird Egg and Chicken are set to shuffle, only the Weird Egg will appear in the item pool. Shuffling the masks unlocks items in the mask shop in the same way as usual. For example, the item in the Keaton Mask slot is immediately available, but the item in the Bunny Hood slot is not available until the Spooky Mask has been given to the graveyard child. Right side masks require the Bunny Hood be given to the running man.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle All Adult Trade Items&#039;&#039;&#039; - Shuffles the location of the items selected in the &#039;&#039;Adult Trade Sequence Items&#039;&#039; dropdown menu anywhere in the world. Once the item is found, it should be returned to it&#039;s usual NPC in exchange for another item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - If &#039;&#039;Shuffle All Adult Trade Items&#039;&#039; is enabled, this selects which adult trade quest items may be found somewhere besides the NPC who ordinarily provides them. If some items are selected but not others, the items left unselected will be obtainable from the NPC who ordinarily gives them in exchange for the previous trade quest item.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;Shuffle All Adult Trade Items&#039;&#039; is disabled, this selects which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities. &#039;&#039;In versions 7.0 and 7.1&#039;&#039;, this setting was in the Item Pool section of the Other tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Hyrule Loach Reward&#039;&#039;&#039; - Shuffles the reward for catching the Hyrule Loach in the Fishing Pond.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Behavior&#039;&#039;&#039; - The loach only appears every 4th time the minigame is played and the sinking lure is only findable after obtaining the fishing prize for Link&#039;s current age.&lt;br /&gt;
* &#039;&#039;&#039;Easier Behavior&#039;&#039;&#039; - The loach and sinking lure will be available every time the minigame is played. The ordinary prizes are also available even while using the sinking lure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Individual Ocarina Notes&#039;&#039;&#039; - Shuffles new items for each of the ocarina sounds. For example, Zelda&#039;s Lullaby will not be playable until the left, up, and right notes are found. (Note: The skull kid ocarina minigame is not considered to be in glitchless logic until all 5 notes are found, for ease of play.)&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Treasure Chest Game Keys&#039;&#039;&#039;, &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;, and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Rupees&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Selection&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings. &#039;&#039;In versions 7.0 and 7.1&#039;&#039;, setting was called &#039;&#039;Random Dungeons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings give Boss Keys&#039;&#039;&#039; - Adds the boss key to any keyrings in the item pool. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning&amp;lt;/span&amp;gt;: In v8.0, do not enable this toggle if small keys are set to Remove (keysy) while boss keys are not, as this will remove boss keys entirely resulting in an unbeatable seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Silver Rupees&#039;&#039;&#039; - The Silver Rupees required to complete puzzle rooms throughout the game are shuffled elsewhere. The vanilla locations of these rupees will contain shuffled items. Each rupee&#039;s text box will indicate which puzzle room it is for and counts can be checked on the item menu by holding A or D-Pad, depending on the cosmetic setting chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; Maps and Compasses Give Information - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maintain Mask Equips through Scene Changes&#039;&#039;&#039; - This setting keeps masks equipped when going through loading zones and savewarping. (Bare in mind masks alter NPC reactions to Link, so remove the mask before speaking to anyone.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ruto Already at F1&#039;&#039;&#039; - Moves Ruto to the top floor immediately so Link does not have to carry her up from the basement of Jabu Jabu.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, skulltula tokens, and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; heart pieces/containers are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, skulltula tokens, and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; heart pieces/containers are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot, Crate, &amp;amp; Beehive Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside. &#039;&#039;In version 7.0&#039;&#039;, this setting was called &#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, those with gold skulltula tokens will have a spider web on them, and those with heart pieces/containers will have hearts on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Appearance Matches Dungeon&#039;&#039;&#039; - Changes the appearance of small keys and boss keys to be distinct based on the dungeon in both color and design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!! (no goal hints)&#039;&#039;&#039; - Any hint type may appear in the game except for goal hints. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs and Owls&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled, and change Kaepora Geobora&#039;s dialogue to specify where he will take Link from each location. In versions 7.0 and 7.1, setting was called &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; and did not include Kaepora Gaebora.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frogs Ocarina Game&#039;&#039;&#039; - The text that displays when Link stands on the log is changed to specify the item given for playing all top row songs and then playing the frog fly song.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Mask Shop&#039;&#039;&#039; - When the mask shop is shuffled, the non-trade quest masks will display before completing the trade quests, but will remain unobtainable.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Unique Merchants&#039;&#039;&#039; - Characters that sell an item for the Shuffle Expensive Merchants setting and Shuffle Magic Beans setting will state the name of the item they sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern). &#039;&#039;As of version 7.1&#039;&#039;, the item will be called blue fire arrows by hint and shop text as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - Enable an additional HUD element to display the D-Pad once an item which can be controlled by the D-Pad is in Link&#039;s inventory.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The D-Pad will not be displayed.&lt;br /&gt;
* &#039;&#039;&#039;On the Right&#039;&#039;&#039; - The D-Pad will display just below the C buttons.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On the Left&#039;&#039;&#039; - The D-Pad will display below the hearts and magic meter.&lt;br /&gt;
&#039;&#039;Prior to v8.0,&#039;&#039; this setting specified only whether the D-Pad HUD display should be shown and it was always on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting enables separated menus for D-Pad directions left, down, and right, and displays the D-Pad HUD in the item menu to indicate what is viewable on each. Regardless of whether these menus are enabled or disabled, holding A on the item menu will still display the old style of the reference menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Uninvert Y-Axis in First Person Camera&#039;&#039;&#039; - This setting switch the first person camera controls for up and down.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [https://docs.google.com/spreadsheets/d/1p9faND81NAFhlsZJs_icfn93etGtTQU8Sex4VZm6cLI/edit?usp=sharing this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
*&#039;&#039;&#039;Rainbow&#039;&#039;&#039; - The color will smoothly cycle through the entire range of hues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Navi&#039;&#039;&#039; - These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Sound Effects&#039;&#039;&#039; - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. &#039;&#039;In version 7.0&#039;&#039;, this was under the General section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Speed Up Music For Last Triforce Piece&#039;&#039;&#039; - Background music plays faster when only one more Triforce Piece is needed to beat the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Slow Down Music When Low HP&#039;&#039;&#039; - When Link has 1 heart or less remaining, the background music plays slower.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the &#039;&#039;Ocarina Songs as Fanfares&#039;&#039; toggle.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Credits music as BGM&#039;&#039;&#039; - Adds the credits music to the background music pool when background music is shuffled.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These are the sound options available for most of the remaining SFX options.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Select one of these sounds to know what sound the item will make. Specific sounds available differ between items. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing. &lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable this item from making any sound at all. &lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Play a random SFX from nearly the entire library of OoT&#039;s sound effects.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Select the sound which plays while walking on nothing with Hover Boots equipped. &#039;&#039;As of v8.0,&#039;&#039; the sound no longer repeats over itself and will instead complete fully before beginning again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Throw&#039;&#039;&#039; - Select the sound that plays when the boomerang is in the air.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Arrow Shot&#039;&#039;&#039; - Select the sound that plays when releasing a normal arrow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Arrow Shot&#039;&#039;&#039; - Select the sound that play when releasing fire, ice, or light arrows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu&#039;&#039;&#039; - Select the sound that plays when releasing a Bombchu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; - Select the sound that plays when walking in iron boots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hookshot Chain&#039;&#039;&#039; - Select the sound that plays when the hookshot is extending and retracting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Slingshot Shot&#039;&#039;&#039; - Select the sound that plays when a the slingshot is fired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bomb Explosion&#039;&#039;&#039; - Select the sound that plays when bombs explode.&lt;br /&gt;
&lt;br /&gt;
=== Voices ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Horse&#039;&#039;&#039; - Select the sound Epona makes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco&#039;&#039;&#039; - Select the sound that cuccos make when picked up.&lt;br /&gt;
&lt;br /&gt;
=== Misc Sound Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Daybreak&#039;&#039;&#039; - Select the sound that plays when night switches to day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nightfall&#039;&#039;&#039; - Select the sound that plays when day switches to night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Rupee Jingle&#039;&#039;&#039; - Select the sound that plays when collecting a silver rupee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v8.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Get Refill&#039;&#039;&#039; - Select the sound that plays when collecting a recovery heart, magic refill, or any type of ammo.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.ootrs&amp;lt;/code&amp;gt; extension.&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&lt;br /&gt;
Run with ootrandomizer.py:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 8.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
Replaced by Add Bombchu Bag and Drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 8.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffled Child Trade Sequence Items.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Making_A_Backup&amp;diff=3187</id>
		<title>Making A Backup</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Making_A_Backup&amp;diff=3187"/>
		<updated>2023-11-11T23:18:57Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Extracting the ROM From the WAD */  add downgrade link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For using the Randomizer you need to have a backup copy of Ocarina of Time on your computer. This guide will demonstrate how to do this.&lt;br /&gt;
&lt;br /&gt;
== Wii Virtual Console ==&lt;br /&gt;
The easiest method of backing up a copy of Ocarina of Time is by creating a WAD of the version installed on your Wii and then extracting that WAD using gzinject and finding the file called &amp;lt;samp&amp;gt;rom&amp;lt;/samp&amp;gt; inside of the extracted contents.&lt;br /&gt;
&lt;br /&gt;
=== What You Will Need ===&lt;br /&gt;
* [[Wii Virtual Console#Softmodding Your Wii|A Softmodded Wii]] or [[Wii Virtual Console#Softmodding Your Wii U&#039;s Virtual Wii Mode|A Softmodded vWii]]&lt;br /&gt;
* A Dump of your Ocarina of Time Virtual Console Channel ([https://wii.guide/dump-wads.html Wii Guide has a page on doing this])&lt;br /&gt;
* gzinject&lt;br /&gt;
&lt;br /&gt;
=== Getting and Setting Up gzinject ===&lt;br /&gt;
gzinject is an application by Krim/Krimtonz originally for putting the OoT Practice ROM in a WAD, but now has a variety of uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows&#039;&#039;&#039;: [https://github.com/krimtonz/gzinject/releases/download/0.3.1/win32.zip Download] then extract the zip file. To run it, open the folder with gzinject in it, then click in the address bar and type &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;cmd&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;. In the terminal that shows up you should be able to type &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;gzinject&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and see a bunch of information on how to use gzinject. If you do, move on to [[#Extracting the ROM From the WAD|the next step]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux&#039;&#039;&#039;: Try using [https://github.com/krimtonz/gzinject/releases/download/0.3.1/ubuntuwsl64.tar.bz2 the WSL build of gzinject]. It doesn&#039;t link to many libraries so should work without recompiling. If not, [https://github.com/krimtonz/gzinject/archive/refs/tags/0.3.1.zip download the source code] and then [https://github.com/krimtonz/gzinject/blob/master/BUILDING.md follow the BUILDING file on GitHub].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;macOS&#039;&#039;&#039;: Currently you have to build from source. Setting up a build environment is out of scope for this guide, but once you have it set up you should be able to [https://github.com/krimtonz/gzinject/archive/refs/tags/0.3.1.zip download the source code] then [https://github.com/krimtonz/gzinject/blob/master/BUILDING.md follow the BUILDING file on GitHub]&lt;br /&gt;
&lt;br /&gt;
=== Extracting the ROM From the WAD ===&lt;br /&gt;
Once you have a version of gzinject that runs, you&#039;ll need to find yourself the Wii common key or figure out a way to generate one. It is the same file you will need to make a WAD on the online generator as well. The file should be placed in the same folder as gzinject and called &amp;lt;samp&amp;gt;common-key.bin&amp;lt;/samp&amp;gt;. Once you have that in place, gzinject should be ready for use.&lt;br /&gt;
&lt;br /&gt;
To extract all of the data from your dumped WAD, open a terminal and type &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;gzinject -a extract -w &amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;. Don&#039;t forget the space at the end. Next drag your dumped WAD onto the terminal. This should put the path to the WAD at the end. If there is not a space between the &amp;quot;w&amp;quot; and the path, use the arrow keys to go back and add the space. If so, press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and gzinject should now extract the WAD to a folder called &amp;lt;samp&amp;gt;wadextract&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If it does not make sure that you have the &amp;lt;samp&amp;gt;common-key.bin&amp;lt;/samp&amp;gt; file in the right place, and that you typed the command in the terminal correctly, including the space.&lt;br /&gt;
&lt;br /&gt;
Now if you open the &amp;lt;samp&amp;gt;wadextract&amp;lt;/samp&amp;gt; folder there should be another folder inside called &amp;lt;samp&amp;gt;content5&amp;lt;/samp&amp;gt; and inside of that folder is a bunch of files, but the one you are looking for is called &amp;lt;samp&amp;gt;rom&amp;lt;/samp&amp;gt;. This is an Ocarina of Time 1.2 ROM that you can run in an emulator. If you want to use it for the Randomizer you will have to [https://oot.flagrama.com/ downgrade it to 1.0].&lt;br /&gt;
&lt;br /&gt;
== Gamecube ==&lt;br /&gt;
Another way to to make a backup of Ocarina of Time is by ripping a Gamecube disc to an ISO using a Wii and then extracting the ROM using Dolphin.&lt;br /&gt;
&lt;br /&gt;
=== What You Will Need ===&lt;br /&gt;
* [[Wii Virtual Console#Softmodding Your Wii|A Softmodded Wii]] or [[Wii Virtual Console#Softmodding Your Wii U&#039;s Virtual Wii Mode|A Softmodded vWii]]&lt;br /&gt;
* A Dump of your Ocarina of Time / Master Quest disc or Zelda Collector&#039;s Edition disc ([https://wiki.dolphin-emu.org/index.php?title=Ripping_Games Dolphin&#039;s wiki has a guide on doing this.])&lt;br /&gt;
* The [[Dolphin]] Emulator&lt;br /&gt;
* A Hex Editor and/or Binary File Manipulation Software&lt;br /&gt;
&lt;br /&gt;
=== Extract File From Disc ===&lt;br /&gt;
First, in Dolphin you will need to have the ISO backup of your GameCube disc in the list of games in the main window. If you need to add the path the files are located in, go to &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Options&amp;lt;/kbd&amp;gt;→&amp;lt;kbd&amp;gt;Configuration&amp;lt;/kbd&amp;gt;→&amp;lt;kbd&amp;gt;Paths&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and click the &amp;lt;samp&amp;gt;Add...&amp;lt;/samp&amp;gt; button. Next navigate to the folder with your ISO file in it and click &amp;lt;samp&amp;gt;Open&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
With the backup in the game list, right-click the game and click on &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Properties&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; then click on the &amp;lt;samp&amp;gt;Filesystem&amp;lt;/samp&amp;gt; tab. You may need to click the arrows on the right of the tabs list to find it.&lt;br /&gt;
&lt;br /&gt;
For a Ocarina of Time / Master Quest ISO, you will want to look for the &amp;lt;samp&amp;gt;zlj_f.tgc&amp;lt;/samp&amp;gt; file for the US copy, if other copies do not have this file, you want the large 500MB+ size file. For Collector&#039;s Edition you want to open the &amp;lt;samp&amp;gt;tgc&amp;lt;/samp&amp;gt; folder and select the &amp;lt;samp&amp;gt;zelda_ENG_090903.tgc&amp;lt;/samp&amp;gt; file for the US copy, if other copies do not have this file, you want the large 480MB file. Right-click the file and click &amp;lt;samp&amp;gt;Extract File...&amp;lt;/samp&amp;gt; and extract it to a folder.&lt;br /&gt;
&lt;br /&gt;
=== Create ROM File From Extracted File ===&lt;br /&gt;
For this part you will want a hex editor for finding where the ROM is in the file we extracted.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Windows&#039;&#039;&#039;: [https://mh-nexus.de/en/hxd/ HxD] is recommended. It will also be able to copy the data you find to make a ROM file.&lt;br /&gt;
For &#039;&#039;&#039;macOS&#039;&#039;&#039;: [https://hexfiend.com/ Hex Fiend] looks like a good choice.&lt;br /&gt;
For &#039;&#039;&#039;Linux&#039;&#039;&#039;: Any graphical hex editor should work, or if you&#039;re experienced with &amp;lt;samp&amp;gt;hexdump&amp;lt;/samp&amp;gt; that should also work.&lt;br /&gt;
&lt;br /&gt;
First lets locate the ROM file in the extracted file using a hex editor. Open up the file in a hex editor, then open a find dialog. Hex Fiend has this located at the top of the window. Other software should be able to bring up one by pressing &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; or on macOS &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Command ⌘&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;. Make sure it is in &amp;lt;samp&amp;gt;Hex&amp;lt;/samp&amp;gt; mode, or you are typing in the &amp;lt;samp&amp;gt;Hex&amp;lt;/samp&amp;gt; side of the window. Type &amp;lt;code&amp;gt;80 37 12 40&amp;lt;/code&amp;gt; and try to search for that string. This is the &amp;quot;magic&amp;quot; header for a N64 ROM and all N64 ROMs start with these bytes.&lt;br /&gt;
&lt;br /&gt;
Your hex editor should have a place on the window where it displays an &amp;quot;Offset&amp;quot; value somewhere in the window. Make sure you have the 8 or 0 in &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; selected and then write down this value. It is usually a hex value which means that it uses the numbers 0-9 and the letters A-F. Use [https://www.rapidtables.com/convert/number/hex-to-decimal.html this Hex to Decimal] converter to convert the hex number to a normal decimal number. We will use this in the next section, but the next part is OS specific.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
Now that you have the decimal value of where the ROM is located, press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Control&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; to open the &amp;lt;samp&amp;gt;Select block&amp;lt;/samp&amp;gt; dialog. Make sure that the radio button next to the &amp;lt;samp&amp;gt;dec&amp;lt;/samp&amp;gt; option is selected. In the &amp;lt;samp&amp;gt;Start-offset&amp;lt;/samp&amp;gt; text box paste or type the decimal value of where the ROM is. Next click the radio button next to &amp;lt;samp&amp;gt;Length&amp;lt;/samp&amp;gt; and type in that text box &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;33554432&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;. Next click &amp;lt;samp&amp;gt;OK&amp;lt;/samp&amp;gt; and the ROM file will now be selected.&lt;br /&gt;
&lt;br /&gt;
Copy the ROM file&#039;s bytes with &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;C&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;, open a new file by pressing &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;N&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;. Next press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; to save the file. Save it with a name you will remember such as &amp;lt;samp&amp;gt;Ocarina of Time.z64&amp;lt;/samp&amp;gt; or similar.&lt;br /&gt;
&lt;br /&gt;
=== Linux and macOS ===&lt;br /&gt;
Now that you have the decimal value of where the ROM is located, open a terminal. Type &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;cd&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and press space, then drag the folder you want to save the ROM in into the terminal such as your Downloads folder then press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
We will be using &amp;lt;samp&amp;gt;dd&amp;lt;/samp&amp;gt; to extract the relevant bytes from the file we extracted. Type &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;dd skip=&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and paste the decimal value of where the ROM is located, then press space and continue the command with &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;count=33554432 if=&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; then drag the file you extracted using Dolphin into the terminal to put it&#039;s path here. Press space again then continue the command with &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;of=OcarinaOfTime.z64 bs=1&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and press &amp;lt;samp&amp;gt;&amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;. This will create a file called&lt;br /&gt;
&amp;lt;samp&amp;gt;OcarinaOfTime.z64&amp;lt;/samp&amp;gt; in the folder you chose earlier.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
You can also dump directly from your own N64 carts too. There are many different methods to do so, but not all of them have been tested so it&#039;s not realistic to support all of them.&lt;br /&gt;
&lt;br /&gt;
=== JoeyN64 Cart Flasher ===&lt;br /&gt;
&#039;&#039;&#039;Supports: Windows&#039;&#039;&#039;&lt;br /&gt;
Known working with but unsupported: Linux (Issues with updating firmware and writing files back to cart)&lt;br /&gt;
&lt;br /&gt;
[https://bennvenn.myshopify.com/products/joeyn64-cart-flasher Store Page]&lt;br /&gt;
&lt;br /&gt;
The JoeyN64 Cart Flasher by BennVenn focuses more on rewriting bootleg carts, but can also be used for dumping real carts as well. Generally it is pretty easy to use, however it may try to overdump Ocarina of Time ROMs if it uses a different ROM chip than expected internally. In that case you&#039;ll need to play with a hex editor to get a working ROM for randomizer. You&#039;ll also need a USB wire to plug into your computer on one end, and a USB-C plug on the other that does data transfer to plug into the device.&lt;br /&gt;
&lt;br /&gt;
====Usage====&lt;br /&gt;
&lt;br /&gt;
Using the JoeyN64 itself is easy. You just place the game cart into the cartridge connector, ensure that the label is facing away from the N64 controller port. Then plug the USB cable into your computer, then into the JoeyN64. It should show up like a USB drive would in This PC. Open it up and you should see a &amp;lt;samp&amp;gt;DEBUG&amp;lt;/samp&amp;gt; or &amp;lt;samp&amp;gt;DEBUG.TXT&amp;lt;/samp&amp;gt; file. Opening that file should open it in notepad or an equivalent text editor. Ensure that the line near the end of the file says &amp;lt;samp&amp;gt;Checksums OK!&amp;lt;/samp&amp;gt; and not &amp;lt;samp&amp;gt;Checksums Bad!&amp;lt;/samp&amp;gt;. If it says the checksums are bad, unplug the JoeyN64 and try reseating the cartridge. If it continues to happen, try cleaning the contacts on the cartridge with some isopropyl alcohol and a cotton swab, wait for it to dry, and try the JoeyN64 again. Once the checksums are good there should be a &amp;lt;samp&amp;gt;THE_LEGE.Z64&amp;lt;/samp&amp;gt; file next to the debug text file. You can copy that to your computer. You can also backup your save file &amp;lt;samp&amp;gt;THE_LEGE.SRA&amp;lt;/samp&amp;gt; here too.&lt;br /&gt;
&lt;br /&gt;
You may notice that the file you copied is 64MB. This is due to hardware in the cartridge behaving differently than expected by the firmware. [[#Create ROM File From Extracted File|You&#039;ll need to cut out the excess data using a hex editor or disk dumper like for the Gamecube method]]. Just in this case you will be starting at location 0 for Windows, or skipping 0 bytes for macOS and Linux.&lt;br /&gt;
&lt;br /&gt;
Once you have a 32MB file, you can use the [https://oot.flagrama.com downgrader site] to verify or downgrade your ROM to be used for the randomizer. If it is a 1.0 ROM already, you can get started using the randomizer. If it detects as a downgradable/convertable ROM you can do so to get a 1.0 ROM to use. If the site cannot detect your ROM, try again with a fresh dump copied from your cart to your PC. &lt;br /&gt;
&lt;br /&gt;
====Updating Firmware====&lt;br /&gt;
Go to [https://bennvenn.myshopify.com/products/joeyn64-cart-flasher#firmware-updates Firmware updates] and download the newest firmware version. It should be near the top of the list. Open the downloaded zip file and copy the &amp;lt;samp&amp;gt;MODE.TXT&amp;lt;/samp&amp;gt; file from the zip to the JoeyN64, then wait for it to disconnect then reconnect. Next copy the &amp;lt;samp&amp;gt;FIRMWARE.JR&amp;lt;/samp&amp;gt; file and paste it in the JoeyN64. It should disconnect and then reconnect and the &amp;lt;samp&amp;gt;DEBUG.TXT&amp;lt;/samp&amp;gt; file should display the new version in the top line.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3093</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3093"/>
		<updated>2023-04-26T14:38:13Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Command Line Options */ State it&amp;#039;s ootrandomizer.py&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Type&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, and &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maps and Compasses Give Information&#039;&#039;&#039; - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot, Crate, &amp;amp; Beehive Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside. &#039;&#039;In version 7.0&#039;&#039;, this setting was called &#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, and those with gold skulltula tokens will have a spider web on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern). &#039;&#039;As of version 7.1&#039;&#039;, the item will be called blue fire arrows by hint and shop text as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - Select which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown in the item menu to indicate which direction displays which menu. Disabling this setting does not change the function of the game, the D-Pad directions will still display the menus in the game. Holding A will still display the old style of the reference menu as well, regardless of this setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [http://bombch.us/C5b9 this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Sound Effects&#039;&#039;&#039; - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. &#039;&#039;In version 7.0&#039;&#039;, this was under the General section.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the &#039;&#039;Ocarina Songs as Fanfares&#039;&#039; toggle.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable low health heart beeps altogether. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following sounds work similarly to Low Health SFX:&lt;br /&gt;
*&#039;&#039;&#039;Horse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
=== NPC ===&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
=== Link ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Select what Link sounds like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.seq&amp;lt;/code&amp;gt; extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; and the following three lines:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Title Theme&lt;br /&gt;
3&lt;br /&gt;
bgm&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fanfare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Time Reset&lt;br /&gt;
23&lt;br /&gt;
fanfare&amp;lt;/pre&amp;gt;&lt;br /&gt;
These lines correspond to the following mapping:&lt;br /&gt;
# Sequence title to display in cosmetics log&lt;br /&gt;
# [https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists AudioBank to use]&lt;br /&gt;
# Type&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&lt;br /&gt;
Run with ootrandomizer.py:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Multiworld&amp;diff=3082</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Multiworld&amp;diff=3082"/>
		<updated>2023-04-05T23:49:31Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Add Mido&amp;#039;s House MW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aim of this page is to help the reader set up [[Bizhawk]] for Multiworld. Multiworld is a co-op mod for the OoT Randomizer. Players have their own inventory and their own world. Also, player-specific items are mixed between the worlds. For example, if you obtain an item in your world, it could either stay with you or get sent to another player. Everyone participating will be playing different intermingled seeds.&lt;br /&gt;
&lt;br /&gt;
As an example, there could be a scenario where Player 1 can only advance in their own world based on something Player 2 does. Once Player 2 finds the Megaton Hammer belonging to Player 1, Player 1 will automatically receive it. Every world is linked together. &lt;br /&gt;
&lt;br /&gt;
In order to link everyone&#039;s worlds together, players need to make use of &amp;quot;lua scripts&amp;quot;. These are only compatible with Bizhawk, however the ModLoader64 devs have made a copy which is compatible with their emulator and the OoT Online pak, allowing players to play without a &amp;quot;host&amp;quot; and to see each other&#039;s character in the game. ([https://discord.gg/mWDztG For assistance with ModLoader64, please join their Discord].) Support for other emulators, as well as console support, is planned for future releases.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}}&lt;br /&gt;
&lt;br /&gt;
== Generating the Seeds ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Webpatcher ===&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://ootrandomizer.com/generator Webpatcher] and set up the settings you want for the seed. On the &amp;lt;code&amp;gt;Rom Options&amp;lt;/code&amp;gt; tab change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Once you&#039;re done, generate the seed.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
After you have generated the seed, share the URL with your partners and have everyone choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Then continue patching the rom as you would normally (don&#039;t forget cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
=== Using the Offline Version ===&lt;br /&gt;
&lt;br /&gt;
Generating a ROM using an offline build works a little differently. After choosing the settings you wish to play with, go to the &amp;lt;code&amp;gt;ROM Options&amp;lt;/code&amp;gt; tab and set &amp;lt;code&amp;gt;Generate New Seed&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;Generate From Seed&amp;lt;/code&amp;gt; in previous versions). Choose &amp;lt;code&amp;gt;Patch File&amp;lt;/code&amp;gt; as your &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; and change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Then hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev1.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Send the patch file (.zpfz) to your partners and have them set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;Compressed [Stable]&amp;lt;/code&amp;gt; now, and everyone should choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Select the patch file and hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt; (don&#039;t forget to set cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively. &lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev3.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Note: if your partners don&#039;t have the offline build they can also patch the rom using the website. Make sure to set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt; and select your patch file (.zpfz).&lt;br /&gt;
&lt;br /&gt;
There are several reasons why someone might want to generate a ROM using an offline build. For example, some builds might have features that are not available on the website build (yet), like [https://github.com/Roman971/OoT-Randomizer additional Entrance Randomizer settings]. Generating from an offline build also lets you play with your own custom patches.&lt;br /&gt;
&lt;br /&gt;
== Installing Multiworld and Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== The Recommended Method ===&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Windows+R&#039;&#039;&#039; to open the &#039;&#039;&#039;Run&#039;&#039;&#039; dialog box, and then type &amp;quot;&#039;&#039;&#039;powershell&#039;&#039;&#039;&amp;quot; in the text box. Once you have your PowerShell window open, copy-paste this in:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;cd $env:userprofile\downloads;&lt;br /&gt;
Set-ExecutionPolicy Bypass -Scope Process -Force;&lt;br /&gt;
[System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072;&lt;br /&gt;
iex ((New-Object System.Net.WebClient).DownloadString(&#039;https://raw.githubusercontent.com/TestRunnerSRL/bizhawk-co-op/master/bizhawk-co-op.ps1&#039;))&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here, the PowerShell is getting you 99% of the way done: it will create a new Bizhawk 2.7 install in your downloads folder and place everything for you. Say &#039;&#039;&#039;yes&#039;&#039;&#039; when PowerShell prompts you to install the &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt; file. Once PowerShell is done, you can move the Bizhawk 2.7 folder somewhere else if you wish. Afterwards, open up the Bizhawk 2.7 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== The Alternate Method ===&lt;br /&gt;
&lt;br /&gt;
==== Download the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
First, you must download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip TestRunner&#039;s GitHub page]. When you download this, extract its contents to &#039;&#039;its own folder&#039;&#039; - it will be creating a new Bizhawk install for you to use, so you must keep it separate. &#039;&#039;Note: Whenever there is an update to the Multiworld script, everybody playing must update to the latest version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Running the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
Once you have the contents extracted to its own folder, locate the &amp;lt;code&amp;gt;bizhawk-co-op.ps1&amp;lt;/code&amp;gt; file. Right Click and select Run with PowerShell.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG1.png|610x149px|Run with PowerShell]]&lt;br /&gt;
&lt;br /&gt;
If Powershell prompts you for permissions, say yes to all. From here, the Powershell is getting you 99% of the way done: it will create a new Bizhawk 2.7 install and place everything for you. Once Powershell is done, open up the Bizhawk 2.7 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. &#039;&#039;Note: It is recommended you delete everything outside of the Bizhawk 2.7 folder that was created. These files are no longer needed and only add confusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Powershell Permissions ====&lt;br /&gt;
&lt;br /&gt;
You may need to enable executing Powershell scripts without requiring the script to be digitally signed. Open Powershell from the Start Menu by right clicking it and selecting &amp;quot;Run as Admin&amp;quot;. Click the &amp;quot;Yes&amp;quot; button to allow Powershell to run as Administrator. Type &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt; and press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; once, type &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; then press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; again. The Powershell script should now run.&lt;br /&gt;
&lt;br /&gt;
== Configuring Bizhawk for Multiworld ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk Settings ===&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to &amp;lt;code&amp;gt;Config -&amp;gt; Customize&amp;lt;/code&amp;gt; and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select &amp;lt;code&amp;gt;Lua+LuaInterface&amp;lt;/code&amp;gt; and hit OK. While on the Advanced tab, you should also check the box for &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; and set it to a reasonable time, such as 60-180 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Multiworld#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, tick the boxes for &amp;quot;Accept background input&amp;quot; and &amp;quot;Run in background&amp;quot; – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes and prevent the emulation from pausing (which will disconnect you). Clear your hotkeys by going to Config -&amp;gt; Hotkeys, and at the bottom click Misc and Clear All.&lt;br /&gt;
&lt;br /&gt;
=== Controller Settings ===&lt;br /&gt;
&lt;br /&gt;
The next step is to set your controller up. Your controller configuration will vary based on what controller you are using; for Bizhawk to enable the Controller menu, you must have a ROM loaded. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MWG3.png|320x207px|Normal Controls]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll then have to bind your analog stick in the Analog tab of your controller config and adjust your sensitivity and deadzones to your preference. &#039;&#039;Additional info on controller setup can be found in Step 6 of the [[Bizhawk|Bizhawk Guide]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Video Settings ===&lt;br /&gt;
&lt;br /&gt;
You can fix how your game looks by going to Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings. In here, change your resolution so that it runs smooth. Multiworld will drop your performance, so keep that in mind. The recommended video plugin is GLideN64. &#039;&#039;(This is not the same plugin as Glide64!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Starting the Multiworld Session ==&lt;br /&gt;
&lt;br /&gt;
=== Opening the Lua Console ===&lt;br /&gt;
&lt;br /&gt;
Once you have your emulator set up to run how you are comfortable with, its time to move to the Lua console. Go to Tools -&amp;gt; Lua Console, and a separate window will open up. &#039;&#039;This window must remain open at all times during a Multiworld.&#039;&#039; In the Lua Console, go to Settings and checkmark the Disable Scripts on loads.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG4.png|586x379px|Disable Scripts on Load]]&lt;br /&gt;
&lt;br /&gt;
This is the last of the settings changes you have to do. If you want Bizhawk to retain these settings changes for the next time, go to Config -&amp;gt; Save Config. Once you have these steps done, &#039;&#039;&#039;you MUST close your emulator and reopen it for this change to take effect&#039;&#039;&#039;. Close out of Bizhawk, and then reopen it and the Lua Console. Sometimes this will not be enough and you will still get an error trying to load the Lua file. In that case reboot your entire computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If for some reason you do not have your Multiworld ROM open, you must do so now.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here in the Lua Console, Open Script and locate the &amp;lt;code&amp;gt;bizhawk co-op.lua&amp;lt;/code&amp;gt; file in the Bizhawk 2.7 folder. Once you have that done, a red square will appear in the console; double click it and a new window will open up.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG5 2.png|Bizhawk co-op]]&lt;br /&gt;
&lt;br /&gt;
This window must &#039;&#039;also&#039;&#039; stay open at all times.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
The Lua Console Script is where you set up a room and join rooms.&lt;br /&gt;
&lt;br /&gt;
If you are the Host: You must port forward. How you do this varies on what brand your router is. Instructions on how to do this can be found by Googling your brand/model of router. You&#039;ll want to use a port between 49152 and 65535. We highly recommend using the default port, 50000. You&#039;ll also want to ensure you&#039;re forwarding the TCP protocol as that is the protocol Multiworld uses. Most other games you have port forwarded in the past likely were using the UDP protocol.&lt;br /&gt;
&lt;br /&gt;
Once that is done, in the Bizhawk Co-op window the Host must set their name, password, and the port that was forwarded, along with setting the game script to Ocarina of Time. Don&#039;t set the IP address. Hit Create Room and tell the people joining the Room Name (= your name), password, and port. &#039;&#039;(It is not recommended to use your own personal password here, as it is shared with the group. Use something that will prevent random people from joining your room, but not something that will compromise your own security.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are Joining and the Host has set up the room: hit Refresh in the Bizhawk Co-op window and select the Host&#039;s Room from the dropdown bar. When you input your username, keep in mind the game will use this to display who got what item for everyone playing. It will max out at 8 characters, even if you input more. Fill in the password and port number the Host gave you and select the Ocarina of Time Game Script and hit Join Room.&lt;br /&gt;
&lt;br /&gt;
You can also select a player number when both hosting and joining a room. This is non-mandatory, and player numbers will be automatically selected if non are entered. This also does not need to match the world number chosen when patching your ROM file. If you do select a player number, and that number is already filled in that room, you will be unable to join.&lt;br /&gt;
&lt;br /&gt;
=== Play Some Multiworld! ===&lt;br /&gt;
&lt;br /&gt;
Go and have fun with new or old friends! If you are part of the {{discord}}, you can assign the Multiworld role to yourself by going to the {{discord|role-assignment}} channel and clicking the 3 emote - this will allow you to receive pings in the server where there are announcements from the Devs or folks are looking for players. You can also visit {{discord|multiworld-planning}} to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use one of the [[Trackers]] so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Map Trackers such as 2deep4real&#039;s Web Tracker or Hamsda&#039;s Map and Item Tracker package for EmoTracker are highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Installation Issues (Applies to both the Recommended and Alternate Methods) ===&lt;br /&gt;
&lt;br /&gt;
==== Windows 7 ====&lt;br /&gt;
&lt;br /&gt;
If you are running Windows 7 you will need to enable remote Powershell script execution, and make sure Powershell is updated.&lt;br /&gt;
&lt;br /&gt;
First, go to the [https://docs.microsoft.com/en-us/powershell/scripting/install/installing-windows-powershell?view=powershell-6#upgrading-existing-windows-powershell|Microsoft Installing Powershell page] and navigate to the download page for the the latest Windows 7 SP1 Powershell version. At the time of writing it is WMF 5.1. The file on the download page you want to download is named similar to &amp;lt;code&amp;gt;Win7AndW2K8R2-KB3191566-x64.zip&amp;lt;/code&amp;gt;. Run the &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; file inside of the zip file and it should update Powershell.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Virus ====&lt;br /&gt;
&lt;br /&gt;
Another issue that can occur while running the Powershell script is your anti-virus deleting the files it downloads. The BizHawk Prerequisites often gets marked as suspicious due to it being an installer that runs more installers. We can&#039;t give a detailed guide on how to exclude a folder in every anti-virus software, but search Google with a query like &amp;lt;code&amp;gt;Exclude Folder &amp;lt;your_anti-virus_name&amp;gt;&amp;lt;/code&amp;gt; and you should find a guide on their official site explaining how to do so. Exclude the folder that has the Powershell script in it and now you should be able to run it without the downloaded files getting deleted.&lt;br /&gt;
&lt;br /&gt;
=== Common Error Messages ===&lt;br /&gt;
These are the most common errors that pop up that have known solutions. If none of these solve the problem, try rebooting your computer again afterwards to ensure any new configurations are fully loaded.&lt;br /&gt;
&lt;br /&gt;
==== NullHawk Does Not Implement Memory Domains ====&lt;br /&gt;
You must load the ROM before activating the Lua scripts. &lt;br /&gt;
&lt;br /&gt;
If doing so does not fix the issue, open the Lua Console and look at &amp;lt;code&amp;gt;Settings -&amp;gt; Autoload&amp;lt;/code&amp;gt;. This setting should be &#039;&#039;&#039;disabled&#039;&#039;&#039;. Save the settings and completely close out of Bizhawk. Reopen, load the rom, and only after the rom is loaded open the Lua Console.&lt;br /&gt;
&lt;br /&gt;
==== Error 401 ====&lt;br /&gt;
This generally means that either the password entered was incorrect, or that the room name already exists. Also, avoid special characters like spaces in the room name. We recommend using letters (no accents) and numbers only.&lt;br /&gt;
&lt;br /&gt;
==== This ROM is not compatible with this version of the co-op script. ====&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip Update your scripts].&lt;br /&gt;
&lt;br /&gt;
==== Unable To Find Domain: CARTROM ====&lt;br /&gt;
You are using the A Link to the Past LUA script. Choose Ocarina of Time in the dropdown instead.&lt;br /&gt;
&lt;br /&gt;
==== Dynamic Libraries Not Enabled ====&lt;br /&gt;
You did not set the Lua Core setting properly. Remember to restart Bizhawk after changing it.&lt;br /&gt;
&lt;br /&gt;
==== Unprotected Error in Call to LUA API ====&lt;br /&gt;
This is a general error that pops up randomly. You need to ensure all copies of Bizhawk are closed properly. The easiest way to ensure this is by rebooting your computer.&lt;br /&gt;
&lt;br /&gt;
If you consistently get it when trying to start up the script, make sure the script is located in the Bizhawk root folder. This error will come up if you run the script from any other folder.&lt;br /&gt;
&lt;br /&gt;
==== Connection Failed: Timeout ====&lt;br /&gt;
There are several reasons this can happen, all of them being various methods of misconfiguration.&lt;br /&gt;
&lt;br /&gt;
First, the host must have the [[#Rooms|port being used forwarded]] if not using Hamachi. Your private IP address that you forward the port to can change for various reasons. Always ensure that the router is pointing to the right computer with the port forwarding options. The host must also not have pings blocked in their router settings. This setting can be found under many names depending on the router.&lt;br /&gt;
&lt;br /&gt;
Everyone playing must have the Bizhawk emulator allowed through their firewall.&lt;br /&gt;
&lt;br /&gt;
The above [[#Configuring_Bizhawk_for_Multiworld|Bizhawk configuration options]] are not optional. If you do not configure the emulator properly you will be unable to stay connected to each other.&lt;br /&gt;
&lt;br /&gt;
==== Invalid Arguments to Method Call ====&lt;br /&gt;
You&#039;ll get this error if files are in the wrong place. This can happen if you move any of the files manually, or if the Powershell script exits early.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to remove the Bizhawk folder and re-run the Powershell script. If your bizhawk-co-op.lua file is in the Lua folder, you can try moving it to the root folder where EmuHawk.exe is instead and see if that works too.&lt;br /&gt;
&lt;br /&gt;
==== Attempt to concatenate local &#039;err&#039; ====&lt;br /&gt;
This error occurs when some part that was downloaded was corrupt. The easiest way to fix this is to delete the Bizhawk folder the Powershell script downloaded and run it again.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Issues ===&lt;br /&gt;
&lt;br /&gt;
==== A Specific Item Failed to Transfer ====&lt;br /&gt;
&lt;br /&gt;
Items can be retrieved by having the receiving player enter a line of code into the Lua console, though it is best to avoid this situation entirely if possible. This frequently occurs if a player continues while one or more other players are disconnected from the room. To prevent this, always ensure everyone is connected before collecting any item.&lt;br /&gt;
&lt;br /&gt;
Go to [https://pidgezero.one/zootr/mwlua.html this website] (made by pidgezero_one) and select option 2. Locate the code for the missing item and follow the instructions there to retrieve the item. If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ====&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Multiworld#Bizhawk Settings|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
==== A Player Forfeits without Finishing ====&lt;br /&gt;
&lt;br /&gt;
If a player forfeits their world, the game can continue without them by entering code lines into the Lua console to retrieve the lost items for the remaining players. Upload the multiworld spoiler log on [https://pidgezero.one/zootr/mwlua.html this site] (made by pidgezero_one) and follow the instructions there.  If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== LUA Console Window Too Small ====&lt;br /&gt;
&lt;br /&gt;
If your window for the LUA connection console is too small and the elements are overlapping, you need to change your DPI settings. Right click EmuHawk -&amp;gt; Properties -&amp;gt; Compatability -&amp;gt; High DPI scaling override, change to &amp;quot;System (Enhanced)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:DPISettings.png|326x407px|EmuHawk High DPI Settings]]&lt;br /&gt;
&lt;br /&gt;
== Multiworld Without Port-Forwarding or Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== Hamachi ===&lt;br /&gt;
&lt;br /&gt;
If nobody in your multiworld group can port-forward for whatever reason, and you cannot get someone who can to join, then there is a program you can use: Hamachi. Let me preface this by saying that Hamachi basically &#039;tricks&#039; your computers to believe that you are all connected via LAN.&lt;br /&gt;
&lt;br /&gt;
To start, download Hamchi [[https://www.vpn.net/ here]] and install it. Create an account, and go to System &amp;gt; Preferences &amp;gt; Settings to make sure that &#039;Encryption&#039; is enabled. Then, click on the power button to go online.&lt;br /&gt;
&lt;br /&gt;
==== Hosting ====&lt;br /&gt;
If you&#039;re hosting, then click Network &amp;gt; Create a new network. Give it a unique name and password, making sure that nobody other than the people you&#039;re playing with find out this information. After this, you&#039;ll see it pop onscreen:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
To join an existing network, click Network &amp;gt; Join an existing network. Type in your friend&#039;s network ID and the network&#039;s password.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all connected in the network, you can start the multiworld.&lt;br /&gt;
&lt;br /&gt;
Right click on the address above your nickname, and click &#039;Copy IPv4 address&#039; and share it with the people joining you:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide2.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039;, Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
==== Joining ====&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039; and paste the IPv4 the host gave you into the &#039;Host IP&#039; bar. Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
Now you should be ready to start. As usual, if you have any more problems, seek advice within the {{discord}}. &lt;br /&gt;
&lt;br /&gt;
==== Security Awareness ====&lt;br /&gt;
&#039;&#039;&#039;Be careful with who you give permission to join your network to.&#039;&#039;&#039; Using Hamachi is like letting everyone using it with you use a computer on the same network as yours.&lt;br /&gt;
&lt;br /&gt;
==== Hamachi Request Timed Out ====&lt;br /&gt;
[https://help.logmein.com/articles/en_US/FAQ/Resolving-Hamachi-Request-Timed-Out Follow these steps to ensure Hamachi is allowed through your firewall]. Both the Host and the clients connecting to the host should do this.&lt;br /&gt;
&lt;br /&gt;
=== Playing over LAN ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing over a LAN network, then all you need to do is set the &#039;room&#039; to (Custom IP), type the LAN&#039;s Ipv4 into the &#039;host IP&#039; field, and give yourself a username. Leave the password field blank.&lt;br /&gt;
&lt;br /&gt;
=== Play Without Bizhawk ===&lt;br /&gt;
&lt;br /&gt;
While Bizhawk is the officially supported emulator for multiworld, it is known to be a resource-intensive emulator in addition to being Windows only.&lt;br /&gt;
&lt;br /&gt;
If port forwarding/using Hamachi is impossible for any reason, try [https://midos.house/mw Mido&#039;s House]. It is compatible with Bizhawk and Project64 and can have players on different emulators at the same time. This method for multiworld was created by Fenhl and is the newest way to play multiworld. Issues with this can be brought up in the #setup-support channel of the OoTR discord, but it&#039;s unlikely anyone except Fenhl will be able to provide meaningful assistance so do not expect quick replies.&lt;br /&gt;
&lt;br /&gt;
If using Bizhawk is impossible for any reason, try the emulator ModLoader64 (Windows and Linux compatible), as DemoXin has modified the multiworld script to work with it. This method does not require a host. Modloader64 is also the only way to play Ocarina of Time Online, which allows players to see each other in the world, and also supports other various features. As we do not officially support this emulator or any of their paks, we kindly refer you to [https://discord.gg/mWDztG their Discord] for all issues and support.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=3081</id>
		<title>Plandomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Plandomizer&amp;diff=3081"/>
		<updated>2023-04-01T23:40:35Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: add stuff about text control codes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Plandomizer&#039;&#039;&#039;, often shortened to just &#039;&#039;&#039;Plando&#039;&#039;&#039;, permits total control over item placement. You can place a specific item on any location and locations not specified will be filled following the normal algorithm. Using a &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; format text file, referred to as a &#039;&#039;&#039;distribution file&#039;&#039;&#039; when using plandomizer, most aspects of the randomizer can be overwritten.&lt;br /&gt;
&lt;br /&gt;
This can be used to create custom challenges to play through yourself or share with others. The more details defined in a plandomizer, the less the randomizer interferes, though the randomizer will still verify whether it is beatable based on the logic settings, and if it is logically impossible it will refuse to generate a seed.&lt;br /&gt;
&lt;br /&gt;
There is a [https://ootrandomizer.com/plandoMaker beta GUI for Plandomizer on the website] that can help you with simpler plandomizer ideas, however to truly grasp the power of plandomizer you will have to modify a distribution file yourself. &#039;&#039;&#039;&#039;&#039;Warning:&#039;&#039;&#039; This is a beta feature and frequently generates JSON files with issues that must be fixed in a text editor prior to use. Please visit the {{discord|plando-support}} channel in the {{discord}} for help resolving these errors. &lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|Deliver Letter&lt;br /&gt;
|Sell Big Poe&lt;br /&gt;
|Skull Mask&lt;br /&gt;
|Spooky Mask&lt;br /&gt;
|Keaton Mask&lt;br /&gt;
|Bunny Hood&lt;br /&gt;
|Mask of Truth&lt;br /&gt;
|Milk&lt;br /&gt;
|Goron Mask&lt;br /&gt;
|Zora Mask&lt;br /&gt;
|Gerudo Mask&lt;br /&gt;
|Zeldas Letter&lt;br /&gt;
|Location: HC Zeldas Letter&lt;br /&gt;
|title=Also note that the following are not assignable.}}&lt;br /&gt;
These items and location are used internally by the logic to handle new item locations becoming available. They are not meant to be used in a plando.&lt;br /&gt;
&lt;br /&gt;
== Using a Plandomizer Distribution File on the Generator ==&lt;br /&gt;
Plandomizer&#039;s distribution file text box is hidden by default. To enable it go to &amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt; on the generator and turn on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Optional)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; setting. Then use the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Browse&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; button next to the new text box to find your Plandomizer distribution &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== Opening and Editing a Distribution File ==&lt;br /&gt;
Distributions are just normal text files using the &amp;lt;samp&amp;gt;.json&amp;lt;/samp&amp;gt; extension instead of the &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; extension. They can be opened in any text editor that will open &amp;lt;samp&amp;gt;.txt&amp;lt;/samp&amp;gt; files. Even Notepad, TextEdit, and gedit can open these files. The extension is only to help let you know that text within is expected to look a certain way.&lt;br /&gt;
&lt;br /&gt;
=== Distribution File Format ===&lt;br /&gt;
&#039;&#039;&#039;JSON&#039;&#039;&#039; is a common format used for data that both a human and a computer are intended to read. It&#039;s a fairly picky format so it is a good idea to use a text editor that can tell you if you did something wrong through syntax highlighting. [https://visualstudio.microsoft.com/ Visual Studio Code] is such a text editor, and as it is cross-platform and used by many people in the community. It is the one we recommend you use if you go down this path. Alternatively, a validator such as [https://jsonlint.com/ JSONLint] can check formatting, if you prefer a text editor without syntax highlighting. A validator may also help identify issues which are harder to understand in VSCode.&lt;br /&gt;
&lt;br /&gt;
The randomizer generator on the website will also display an error if you try to use a distribution file that is not in the proper JSON format. You may wish to use this, JSONLint, and VSCode all together to figure out how to fix any formatting problems.&lt;br /&gt;
&lt;br /&gt;
=== Understanding a Distribution File ===&lt;br /&gt;
When generating a seed with a spoiler log, that spoiler log is actually a distribution file itself. It can be used directly to generate the exact same seed. Because of this, you can take a look at a spoiler log to help you get familiar with the types of things that can be changed, and how to format the distribution file.&lt;br /&gt;
&lt;br /&gt;
Since a distribution file is in JSON format, it&#039;s somewhat rigid about how things can be written.&lt;br /&gt;
&lt;br /&gt;
=== The Base Dictionary ===&lt;br /&gt;
First, a distribution file starts with a &amp;lt;kbd&amp;gt;{&amp;lt;/kbd&amp;gt; opening curly brace, and ends with a &amp;lt;kbd&amp;gt;}&amp;lt;/kbd&amp;gt; closing curly brace. Everything you define must be placed between these braces. These braces mark a &#039;&#039;&#039;Dictionary&#039;&#039;&#039; or an [https://en.wikipedia.org/wiki/Associative_array associative array], and while that link has a lot of useful information, you don&#039;t really have to understand it. Think of a dictionary data structure like you would a dictionary in the real world. You have a term, then you have the definition of that term. As this is the base dictionary, you don&#039;t write a term as the code that reads the JSON file creates its own term for this dictionary.&lt;br /&gt;
&lt;br /&gt;
=== The Dictionary &amp;quot;Terms&amp;quot; ===&lt;br /&gt;
Within the base dictionary there are many terms, such as &amp;lt;samp&amp;gt;:version&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt;. If you are viewing a spoiler log you&#039;ll notice some of these terms start with a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt;. These terms are ignored when Plandomizer is used and are autogenerated by the randomizer. When you are creating a distribution file yourself you can delete these terms (or take advantage of this mechanic to put in comments between sections, but note that it cannot be used within {} sections such as Locations or Entrances).&lt;br /&gt;
&lt;br /&gt;
Terms are followed by a &amp;lt;kbd&amp;gt;:&amp;lt;/kbd&amp;gt; and then some spaces, then their definitions.&lt;br /&gt;
&lt;br /&gt;
Definitions that start and end with &amp;lt;kbd&amp;gt;&amp;quot;&amp;lt;/kbd&amp;gt; are &#039;&#039;&#039;Strings&#039;&#039;&#039;. They are just text you write, but it is important that they are between quotes.&lt;br /&gt;
&lt;br /&gt;
Definitions starting with &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; an open bracket and ending with a &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; closing bracket are called &#039;&#039;&#039;Lists&#039;&#039;&#039;. In a distribution file lists will usually only contain strings. However, with other types of JSON files you could see them containing other data structures such as dictionaries, or other lists.&lt;br /&gt;
&lt;br /&gt;
The rest of the definitions are just more dictionaries with their own terms that have definitions. These are the only data structures that you have to keep in mind, and generally they are already defined properly in the spoiler log for you so you can just modify them how you see fit. Just ensure you don&#039;t accidentally remove the symbols that go before and after the term.&lt;br /&gt;
&lt;br /&gt;
=== The Most Common Format/Syntax Issue ===&lt;br /&gt;
You&#039;ll notice that each of these terms is followed at the very end by a &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; comma, except the very last one. This is probably the most common mistake someone will make when making their own distribution file. Each term needs to be separated by a comma, but the last one cannot have a comma after it. This is true for strings inside of lists, and lists, strings, and other dictionaries within a dictionary as well. If you are getting a syntax error, you probably added a comma you shouldn&#039;t have, or removed one you need. The generator will tell you that your JSON is invalid if you try to use a distribution file with one of these errors.&lt;br /&gt;
&lt;br /&gt;
== What Can Plandomizer Affect ==&lt;br /&gt;
Plandomizer can affect an enormous amount of the resulting seed. Everything from inconsequential things like the File Hash, to the Settings the randomizer uses to fill the world, and even specifically set items in locations that the world fill algorithm will have to work around.&lt;br /&gt;
&lt;br /&gt;
=== File Hash ===&lt;br /&gt;
The file hash is the 5 icons that are displayed at the top of the file select screen. You can set these to any valid [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Spoiler.py#L9-L42 HASH_ICON].&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;lt;samp&amp;gt;file_hash&amp;lt;/samp&amp;gt; definition to a list of up to 5 hash icons. If you do not want to specify an icon for a set position you can either set it to the value &#039;&#039;&#039;null&#039;&#039;&#039;, or if it is after all the ones you do want to set you can just not include it.&lt;br /&gt;
&lt;br /&gt;
==== Hash Icons ====&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|&#039;Deku Stick&#039;&lt;br /&gt;
|&#039;Deku Nut&#039;&lt;br /&gt;
|&#039;Bow&#039;&lt;br /&gt;
|&#039;Slingshot&#039;&lt;br /&gt;
|&#039;Fairy Ocarina&#039;&lt;br /&gt;
|&#039;Bombchu&#039;&lt;br /&gt;
|&#039;Longshot&#039;&lt;br /&gt;
|&#039;Boomerang&#039;&lt;br /&gt;
|&#039;Lens of Truth&#039;&lt;br /&gt;
|&#039;Beans&#039;&lt;br /&gt;
|&#039;Megaton Hammer&#039;&lt;br /&gt;
|&#039;Bottled Fish&#039;&lt;br /&gt;
|&#039;Bottled Milk&#039;&lt;br /&gt;
|&#039;Mask of Truth&#039;&lt;br /&gt;
|&#039;SOLD OUT&#039;&lt;br /&gt;
|&#039;Cucco&#039;&lt;br /&gt;
|&#039;Mushroom&#039;&lt;br /&gt;
|&#039;Saw&#039;&lt;br /&gt;
|&#039;Frog&#039;&lt;br /&gt;
|&#039;Master Sword&#039;&lt;br /&gt;
|&#039;Mirror Shield&#039;&lt;br /&gt;
|&#039;Kokiri Tunic&#039;&lt;br /&gt;
|&#039;Hover Boots&#039;&lt;br /&gt;
|&#039;Silver Gauntlets&#039;&lt;br /&gt;
|&#039;Gold Scale&#039;&lt;br /&gt;
|&#039;Stone of Agony&#039;&lt;br /&gt;
|&#039;Skull Token&#039;&lt;br /&gt;
|&#039;Heart Container&#039;&lt;br /&gt;
|&#039;Boss Key&#039;&lt;br /&gt;
|&#039;Compass&#039;&lt;br /&gt;
|&#039;Map&#039;&lt;br /&gt;
|&#039;Big Magic&#039;&lt;br /&gt;
|title=Expand to view the full list of valid hash icons for the current version of the randomizer.}}&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set all 5 icons to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the first icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;, null, null, null, null]&lt;br /&gt;
}}&lt;br /&gt;
or&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [&amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only the last icon to Deku Nut&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;file_hash&amp;quot;: [null, null, null, null, &amp;quot;Deku Nut&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
This is a dictionary defining the rules that the randomizer uses to fill the world. &#039;&#039;Any settings you set here will override the ones set in the GUI&#039;&#039;. That also means that you can leave some settings out of this dictionary and the person using your distribution file to create a seed can have a small amount of customization they can apply in case they need a little more additional help, or perhaps want to increase the difficulty a little bit.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to set these manually. Instead, you should go to the beta plandomizer maker on the website. You can set all the settings you want on the first tab, then create the JSON file. From here you can copy the settings dictionary from that file into this file and remove any settings you don&#039;t want to enforce. Alternatively, if you only want a few settings to be enforced, you can copy only the settings you want from the dictionary in that other JSON file into the settings dictionary in your settings file.&lt;br /&gt;
&lt;br /&gt;
There are two major issues with creating the settings dictionary entirely manually:&lt;br /&gt;
# If you mistype, or the name of a setting changes between versions, you will not get an error. The randomizer will just ignore this issue entirely.&lt;br /&gt;
# The process of figuring out the proper name for a setting, and the various values it can hold is tedious.&lt;br /&gt;
&lt;br /&gt;
If you still think you want to try this method, the file in the source code you want to look at to see all this necessary information is [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/SettingsList.py SettingsList.py]. This is a 3000 line monstrosity that isn&#039;t very useful if you&#039;re not already pretty familiar with the settings you are looking for in the first place. Each setting has a &amp;lt;var&amp;gt;name&amp;lt;/var&amp;gt; that you have to use for a definition inside of the settings dictionary. Then various other variables within the option&#039;s object in the settings list file are used to determine what possible definitions you want to use for that setting.&lt;br /&gt;
&lt;br /&gt;
Just using the plandomizer maker on the website is highly recommended over putting yourself through this experience.&lt;br /&gt;
&lt;br /&gt;
=== Starting Items ===&lt;br /&gt;
The starting items dictionary lets you define what items a player starts with, and how many of them. This includes both items you find in the world, and consumables you would pick up such as ammo and bombs. Any items you start with will be replaced by junk in the item pool. Songs placed here will force an item to be on one of the song locations even if &amp;lt;var&amp;gt;shuffle_song_items&amp;lt;/var&amp;gt; is not set. This will completely override the starting items set on the randomizer generator GUI.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to start with. The definition is how many of that item you want to start with. The number is not a string and should not be put in quotes.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Start with full wallet without Max Rupees setting&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Rupees&amp;quot;: 99&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with all shields&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;starting_items&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Hylian Shield&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;Mirror Shiled&amp;quot;: 1&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note there are two starting item sections&#039;&#039;&#039;, this section refers to the one after randomized_settings in a spoiler log. The starting items, starting equipment, and starting songs sections within the settings section have a different format, but as listing what falls under each here would be a long section, please instead generate a spoiler log using the GUI to see where items need to be listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: In current dev versions, the starting items sections have been unified into the one under the settings dictionary. Make sure to place your starting items dictionary inside the settings dictionary for it to work.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
This is a dictionary defining every item possible to place in the world. &#039;&#039;It is highly recommended that you do not set every possible item to a value in this dictionary.&#039;&#039; Primarily junk items because the randomizer often needs to generate new junk, but will not change any value you manually place in the item pool. This would make your plandomizer very rigid and can cause various issues if you try changing settings that change what, and how many items you start with, or that are available in the base pool.&lt;br /&gt;
&lt;br /&gt;
You can also specify if you want to &amp;lt;var&amp;gt;add&amp;lt;/var&amp;gt; to the base number, &amp;lt;var&amp;gt;remove&amp;lt;/var&amp;gt; from the base number, or &amp;lt;var&amp;gt;set&amp;lt;/var&amp;gt; the base number for the item. The default is to set the value. If you want to use the other options you&#039;ll need to set the definition to be another dictionary.&lt;br /&gt;
&lt;br /&gt;
The term is the item you want to specify the number of in the pool. The definition is either:&lt;br /&gt;
# The number of that item you want in the pool&lt;br /&gt;
# A dictionary with a term of &amp;lt;var&amp;gt;type&amp;lt;/var&amp;gt; set to any of the strings &amp;quot;add&amp;quot;, &amp;quot;remove&amp;quot;, or &amp;quot;set&amp;quot; and a term of &amp;lt;var&amp;gt;count&amp;lt;/var&amp;gt; set to the number to modify by.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Mirror Shield to have 3 copies placed in the world&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: 3&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
or&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Mirror Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;set&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 3 Deku Shields to place in the world in addition to the ones already in the base pool&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;item_pool&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Shield&amp;quot;: {&lt;br /&gt;
        &amp;quot;type&amp;quot;: &amp;quot;add&amp;quot;,&lt;br /&gt;
        &amp;quot;count&amp;quot;: 3&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
This dictionary lets you define which dungeons are &amp;lt;var&amp;gt;vanilla&amp;lt;/var&amp;gt; and which are &amp;lt;var&amp;gt;mq&amp;lt;/var&amp;gt; (master quest). &#039;&#039;You will have to set the number of MQ dungeons setting to match at least whatever master quest dungeons you define here&#039;&#039;. However, you do not have to define all of the dungeons and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the dungeon. The definitions is either the string &amp;quot;vanilla&amp;quot;, the string &amp;quot;mq&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set only Deku Tree to mq&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Deku Tree&amp;quot;: &amp;quot;mq&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set only Spirit Temple to vanilla, because you don&#039;t want to learn the second version of spirit logic&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Spirit Temple&amp;quot;: &amp;quot;vanilla&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Dodongo&#039;s Cavern to random&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;dungeons&amp;quot;: {&lt;br /&gt;
    &amp;quot;Dodongos Cavern&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trials ===&lt;br /&gt;
You will define which trials are &amp;lt;var&amp;gt;active&amp;lt;/var&amp;gt; and which ones are &amp;lt;var&amp;gt;inactive&amp;lt;/var&amp;gt; in this dictionary. &#039;&#039;You will have to set the number of trials to match at least the trials you define here&#039;&#039;. However, you do not have to define all of the trials and the rest will be defined by the randomizer generator instead.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the trial. The definition is either the string &amp;quot;active&amp;quot;, the string &amp;quot;inactive&amp;quot;, or the string &amp;quot;random&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set forest, fire, and water trials as inactive&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Forest&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire&amp;quot;: &amp;quot;inactive&amp;quot;,&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;inactive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set light trial to active, ensuring that 3 strength upgrades are required for fighting Ganon&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Light&amp;quot;: &amp;quot;active&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set water trial to random&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;trials&amp;quot;: {&lt;br /&gt;
    &amp;quot;Water&amp;quot;: &amp;quot;random&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Entrances ===&lt;br /&gt;
This dictionary defines how different entrances are linked together when using entrance randomizer. Entrances must be shuffled among their respective groups so you cannot use plandomizer to force a mixed entrance pool seed. You may wish to generate a entrance randomizer seed and use its spoiler log to ensure you use the correct names for the locations.&lt;br /&gt;
&lt;br /&gt;
The term is the loading zone you pass through. The definition is:&lt;br /&gt;
* &#039;&#039;&#039;For Dungeons and Interiors&#039;&#039;&#039;: a string with the name of the location you end up at&lt;br /&gt;
* &#039;&#039;&#039;For Overworld&#039;&#039;&#039;: a dictionary with a term of &amp;lt;var&amp;gt;region&amp;lt;/var&amp;gt; set to a string of the overworld region it leads to and a term of &amp;lt;var&amp;gt;from&amp;lt;/var&amp;gt; set to a string of the loading zone in that region that you will appear out of.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set Deku Tree entrance to Gerudo Training Ground&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Outside Deku Tree -&amp;gt; Deku Tree Lobby&amp;quot;: {&amp;quot;region&amp;quot;: &amp;quot;Gerudo Training Ground Lobby&amp;quot;, &amp;quot;from&amp;quot;: &amp;quot;Gerudo Fortress&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Hyrule Castle exit from Market to Lon Lon Ranch main entrance&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;entrances&amp;quot;: {&lt;br /&gt;
    &amp;quot;Market -&amp;gt; Castle Grounds&amp;quot;: {&lt;br /&gt;
        &amp;quot;region&amp;quot;: &amp;quot;Lon Lon Ranch&amp;quot;, &lt;br /&gt;
        &amp;quot;from&amp;quot;: &amp;quot;Hyrule Field&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
This dictionary handles what is probably the main feature of plandomizer. You can assign items to any location in the game world here. Which locations are available are heavily influenced by the settings chosen, so ensure you have the proper settings set.&lt;br /&gt;
&lt;br /&gt;
The term is the name of the location. The definition is either:&lt;br /&gt;
* A string of an item to place there.&lt;br /&gt;
* A list containing multiple items to randomly choose from to place there.&lt;br /&gt;
* A dictionary containing the term &amp;lt;var&amp;gt;item&amp;lt;/var&amp;gt; containing one of the above two bullet points.&lt;br /&gt;
** If making a multiworld plandomizer: the term &amp;lt;var&amp;gt;player&amp;lt;/var&amp;gt; with the world number value of the player the item belongs to.&lt;br /&gt;
** If the location is a shop: the term &amp;lt;var&amp;gt;price&amp;lt;/var&amp;gt; with the rupee number value the item should cost. &#039;&#039;You cannot set scrub prices using plandomizer&#039;&#039;&lt;br /&gt;
** If the item can be an ice trap: the term &amp;lt;var&amp;gt;model&amp;lt;/var&amp;gt; set to a string of the item model it should appear as in the overworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Item names can also take advantage of the wildcard &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;*&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt; and the not indicator &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;!&amp;lt;/kbd&amp;gt;&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For example, this will guarantee Link starts with a medallion, Spirit Temple will always have a stone, and one of the shields can be found in Mido&#039;s House.&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
   &amp;quot;Links Pocket&amp;quot;: &amp;quot;*Medallion&amp;quot;,&lt;br /&gt;
   &amp;quot;Twinrova&amp;quot;: &amp;quot;!*Medallion&amp;quot;,&lt;br /&gt;
   &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;*Shield&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Numbers ====&lt;br /&gt;
Due to the odd way the shop items are stored in the game files, using shopsanity item placement is not very intuitive.&lt;br /&gt;
&lt;br /&gt;
When using 1 item shopsanity, the number you use is 7 and is the bottom left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 2 items shopsanity, you also have number 5 which is the bottom right item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 3 items shopsanity, you add on the number 8 which is the top left item on the left side.&amp;lt;br/&amp;gt;&lt;br /&gt;
When using 4 items shopsanity, you can now use all 4 numbers 5-8 for all of the left side items.&lt;br /&gt;
&lt;br /&gt;
==== Shop Location Prices ====&lt;br /&gt;
When defining a shop location, rather than simply assigning a string of the item name to the location, you must define a dictionary with the properties item (a string of the item name) and price (a number). So for example, a shop item location will look something like this:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
    &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;, &lt;br /&gt;
    &amp;quot;price&amp;quot;: 40&lt;br /&gt;
},&lt;br /&gt;
}}&lt;br /&gt;
If you try to set a price higher than 999, it will simply be capped to 999 so it won&#039;t be impossible to buy. However, you can actually plando negative prices, which will give the player the absolute value of the price. So if you plando a shop item to be -10 rupees, the player will be able to purchase it with any wallet size and it will give them 10 rupees. Due to reasons related to the binary numbers used to represent the prices in-game, the lowest possible price is -32768.&lt;br /&gt;
 &lt;br /&gt;
==== Special Item Groups ====&lt;br /&gt;
There are shortcut terms you can use for certain items when using plandomizer. They start with the &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; character. The ones that should work fine are:&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Bottle - Places a bottle and randomly chooses a contents for it&lt;br /&gt;
|#Junk - Places a junk item (used by exclude locations)&lt;br /&gt;
|#AdultTrade - Places the adult trade item without specifying which one&lt;br /&gt;
|title=The ones that should work fine:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Vanilla - Places whatever was on that location in the original game. Also applies to MQ locations.&lt;br /&gt;
|#MajorItem - Places a settings-dependent major item at that location.&lt;br /&gt;
|#Song - Places a song item&lt;br /&gt;
|#NonWarpSong - Places non warp song item&lt;br /&gt;
|#WarpSong - Places a warp song item&lt;br /&gt;
|#JunkSong - Places Serenade or Prelude in non-entrance randomizer.&lt;br /&gt;
|#Spell - Places one of the three spells&lt;br /&gt;
|#Shield - Deku or Hylian. Doesn&#039;t include Mirror.&lt;br /&gt;
|#HealthUpgrade - Heart Container or Piece of Heart&lt;br /&gt;
|title=If you are feeling a little bit more daring, you can try:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All of these should work, but only the first list have been extensively tested.&lt;br /&gt;
&lt;br /&gt;
You can also define your own, custom item groups by adding a &amp;lt;code&amp;gt;custom_groups&amp;lt;/code&amp;gt; dictionary to your plando. Within this dictionary you can define groups which contain a list of item names in brackets, and then use those group names as you would with other item groups.&lt;br /&gt;
&lt;br /&gt;
Here is such an example, which will place a random sword in Mido&#039;s top left chest and a small key for water or shadow temple in his top right chest:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;custom_groups&amp;quot;: {&lt;br /&gt;
    &amp;quot;CustomList1&amp;quot;: [ &amp;quot;Kokiri Sword&amp;quot;, &amp;quot;Biggoron Sword&amp;quot;, &amp;quot;Giants Knife&amp;quot; ],&lt;br /&gt;
    &amp;quot;CustomList2&amp;quot;: [ &amp;quot;Small Key (Water Temple)&amp;quot;, &amp;quot;Small Key (Shadow Temple)&amp;quot; ]&lt;br /&gt;
  },&lt;br /&gt;
  &amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#CustomList1&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#CustomList2&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that currently patterns do not work on custom groups (so, for example, you cannot do &amp;lt;code&amp;gt;!#CustomList1&amp;lt;/code&amp;gt;) and custom groups cannot be nested.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Ready to fight Ganon after Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;Bow&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;Magic Meter&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;Ice Trap&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles in Mido&#039;s&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Midos Top Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Top Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Left Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;,&lt;br /&gt;
    &amp;quot;KF Midos Bottom Right Chest&amp;quot;: &amp;quot;#Bottle&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One step to fighting Ganon in the Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Kokiri Sword Chest&amp;quot;: [&amp;quot;Bow&amp;quot;, &amp;quot;Magic Meter&amp;quot;, &amp;quot;Light Arrows&amp;quot;]&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting shopsanity 1 item in Kokiri Shop to Ice Trap posing as Light Arrows&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF Shop Item 7&amp;quot;: {&lt;br /&gt;
        &amp;quot;item&amp;quot;: &amp;quot;Ice Trap&amp;quot;, &lt;br /&gt;
        &amp;quot;price&amp;quot;: 60,&lt;br /&gt;
        &amp;quot;model&amp;quot;: &amp;quot;Light Arrows&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place player 2&#039;s Light Arrows in player 1&#039;s Kokiri Sword chest&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;locations&amp;quot;: {&lt;br /&gt;
    &amp;quot;World 1&amp;quot;: {&lt;br /&gt;
        &amp;quot;KF Kokiri Sword Chest&amp;quot;: {&lt;br /&gt;
            &amp;quot;item&amp;quot;: &amp;quot;Light Arrows&amp;quot;,&lt;br /&gt;
            &amp;quot;player&amp;quot;: 2&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hint Distribution Files ===&lt;br /&gt;
&lt;br /&gt;
Hint distribution file format is similar to the old hard-coded dictionaries, plus new keys to offer finer control of different hint groups. The goal of this change is to facilitate easier sharing and updating of custom hint distributions for the different racing tournaments. An example with the Tournament distribution is provided below.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;:                  &amp;quot;tournament&amp;quot;,&lt;br /&gt;
    &amp;quot;gui_name&amp;quot;:              &amp;quot;Tournament&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;:           &amp;quot;Hint Distribution for the S5 Tournament. 5 Goal Hints, 3 Barren Hints, 5 Sometimes hints, 7 Always hints (including skull mask).&amp;quot;,&lt;br /&gt;
    &amp;quot;add_locations&amp;quot;:         [{ &amp;quot;location&amp;quot;: &amp;quot;Deku Theater Skull Mask&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;]}],&lt;br /&gt;
    &amp;quot;remove_locations&amp;quot;:      [{&amp;quot;location&amp;quot;: &amp;quot;Ganons Castle Shadow Trial Golden Gauntlets Chest&amp;quot;, &amp;quot;types&amp;quot;: &amp;quot;sometimes&amp;quot;}],&lt;br /&gt;
    &amp;quot;add_items&amp;quot;:             [],&lt;br /&gt;
    &amp;quot;remove_items&amp;quot;:          [{ &amp;quot;item&amp;quot;: &amp;quot;Zeldas Lullaby&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;goal&amp;quot;]}],&lt;br /&gt;
    &amp;quot;dungeons_woth_limit&amp;quot;:   2,&lt;br /&gt;
    &amp;quot;dungeons_barren_limit&amp;quot;: 1,&lt;br /&gt;
    &amp;quot;named_items_required&amp;quot;:  true,&lt;br /&gt;
    &amp;quot;vague_named_items&amp;quot;:     false,&lt;br /&gt;
    &amp;quot;use_default_goals&amp;quot;:     true,&lt;br /&gt;
    &amp;quot;distribution&amp;quot;:          {&lt;br /&gt;
        &amp;quot;trial&amp;quot;:      {&amp;quot;order&amp;quot;:  1, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;always&amp;quot;:     {&amp;quot;order&amp;quot;:  2, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;goal&amp;quot;:       {&amp;quot;order&amp;quot;:  3, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   5, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;barren&amp;quot;:     {&amp;quot;order&amp;quot;:  4, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   3, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;entrance&amp;quot;:   {&amp;quot;order&amp;quot;:  5, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   4, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;sometimes&amp;quot;:  {&amp;quot;order&amp;quot;:  6, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;: 100, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;random&amp;quot;:     {&amp;quot;order&amp;quot;:  7, &amp;quot;weight&amp;quot;: 9.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;item&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;song&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;overworld&amp;quot;:  {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;dungeon&amp;quot;:    {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;junk&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;named-item&amp;quot;: {&amp;quot;order&amp;quot;:  8, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
        &amp;quot;woth&amp;quot;:       {&amp;quot;order&amp;quot;:  0, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2}&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;groups&amp;quot;: [],&lt;br /&gt;
    &amp;quot;disabled&amp;quot;: []&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
GUI names and tooltip descriptions are now defined with each distribution file. Tooltips are automatically parsed to add line returns as needed for the GUI.&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Distribution ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;distribution&amp;lt;/code&amp;gt; key is a similar format to the previous dictionary. Each hint group must be listed with the following keys:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt;: Integer to sort hint types from smallest to largest&lt;br /&gt;
* &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;: Same as hint type weight in balanced and similar hint distributions&lt;br /&gt;
* &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;: Same as tournament distribution number of hints per world&lt;br /&gt;
* &amp;lt;code&amp;gt;copies&amp;lt;/code&amp;gt;: Same as count per hint in predefined distributions&lt;br /&gt;
&lt;br /&gt;
Tournament-style fixed hints and weighted-style hints are defined together in the same distribution. Fixed hints are rolled first. Any remaining gossip stones are filled from a random choice of hint types with assigned weights. Checks exist to make sure there are enough gossip stones left for a given random hint type count per hint. Fixed hints do not have this safeguard and rely on the user not to overfill them. Using the tournament distribution as an example, fixed hints are rolled according to the defined order and fixed number. If any gossip stones remain, the &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; hint group is rolled as part of the weighted hint types (in this case the only one, so it is guaranteed upon exhaustion of all sometimes hints). Other built-in hint types with no fixed hints have non-zero orders for all types and weights equal to the old style weight, and all types have a &amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt; value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Dungeon Limits ====&lt;br /&gt;
&lt;br /&gt;
Dungeon way of the hero and barren limitations are moved out of the hint generation functions into the distribution files. Values are identical in all built-in distributions except &amp;lt;code&amp;gt;very_strong&amp;lt;/code&amp;gt;, which has a limit of &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; for both (equivalent to no limit).&lt;br /&gt;
&lt;br /&gt;
==== Hint Type Requirements and Exclusions ====&lt;br /&gt;
&lt;br /&gt;
Four new lists are provided to include or exclude hinted locations from different hint groups, as specified by the location name or filled item name. As seen in the tournament distribution, the &amp;lt;code&amp;gt;add_locations&amp;lt;/code&amp;gt; key can be used to force a given location to be hinted by adding it to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; hint type. Locations can be added to (or removed from) any hint type. Likewise, the item keys allow for adding or removing locations to be hinted based on what items they contain. For example, to remove all songs from being hinted as way of the hero, the following would be utilized:&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;remove_items&amp;quot;: [&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Zeldas Lullaby&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Eponas Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Sarias Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Suns Song&amp;quot;,          &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Song of Time&amp;quot;,       &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Song of Storms&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Minuet of Forest&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Bolero of Fire&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Serenade of Water&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Requiem of Spirit&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Nocturne of Shadow&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] },&lt;br /&gt;
    { &amp;quot;item&amp;quot;: &amp;quot;Prelude of Light&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;] }&lt;br /&gt;
]&lt;br /&gt;
}}&lt;br /&gt;
Alternately, if songsanity is disabled, the song locations could be removed from the &amp;lt;code&amp;gt;woth&amp;lt;/code&amp;gt; hint type to achieve the same effect.&lt;br /&gt;
&lt;br /&gt;
Way of the Hero and Barren hints cannot have locations added via `add_locations`. Additionally, Barren hints cannot be removed via `remove_locations`. This is to prevent situations where required items are in hinted barren areas. Using the song example again, a foolish Song of Storms that leads to a required item in Bottom of the Well would be confusing to players unfamiliar with the setting. Excluding from way of the hero means it won’t be hinted, not that the game is actively lying to you.&lt;br /&gt;
&lt;br /&gt;
Barren hints can be added or removed from consideration for specific items via the &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;remove_items&amp;lt;/code&amp;gt; lists. This affects not just hints, but also the &amp;lt;code&amp;gt;:barren_regions&amp;lt;/code&amp;gt; list in the spoiler log. In contrast, way of the hero items will still be listed in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; section regardless of hint distribution changes. Forced barren items that are logically required still show up in the &amp;lt;code&amp;gt;:woth_locations&amp;lt;/code&amp;gt; list if required by the seed.&lt;br /&gt;
&lt;br /&gt;
==== Plando Support ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;hint_dist_user&amp;lt;/code&amp;gt; setting takes a hint distribution dictionary as defined by the built-in hint distribution files. If specified, it overrides the GUI-selected hint distribution. Internally, the distribution is defined as &amp;lt;code&amp;gt;custom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Custom Goals ====&lt;br /&gt;
&lt;br /&gt;
As of version 6.0.111, the &#039;&#039;&#039;goal&#039;&#039;&#039; hint type can use built-in goals for the bridge, Ganon&#039;s Castle Boss Key, and Trials conditions as well as custom goals defined in the hint distribution. Custom goals use the &amp;lt;code&amp;gt;custom_goals&amp;lt;/code&amp;gt; key inside a custom hint distribution as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;:                      {&lt;br /&gt;
        &amp;quot;hint_dist_user&amp;quot;:            {&lt;br /&gt;
            ...&lt;br /&gt;
            &amp;quot;custom_goals&amp;quot;:          [&lt;br /&gt;
                {&lt;br /&gt;
                    &amp;quot;category&amp;quot;: &amp;quot;all_items&amp;quot;,&lt;br /&gt;
                    &amp;quot;priority&amp;quot;: 1,&lt;br /&gt;
                    &amp;quot;minimum_goals&amp;quot;: 4,&lt;br /&gt;
                    &amp;quot;lock_entrances&amp;quot;: [&amp;quot;Ganons Castle Grounds -&amp;gt; Ganons Castle Lobby&amp;quot;],&lt;br /&gt;
                    &amp;quot;goals&amp;quot;: [&lt;br /&gt;
                        {&lt;br /&gt;
                            &amp;quot;name&amp;quot;: &amp;quot;memes&amp;quot;,&lt;br /&gt;
                            &amp;quot;hint_text&amp;quot;: &amp;quot;path of memes&amp;quot;,&lt;br /&gt;
                            &amp;quot;color&amp;quot;: &amp;quot;Light Blue&amp;quot;,&lt;br /&gt;
                            &amp;quot;items&amp;quot;: [&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Ice Arrows&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Double Defense&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Stone of Agony&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true},&lt;br /&gt;
                                {&amp;quot;name&amp;quot;: &amp;quot;Nayrus Love&amp;quot;, &amp;quot;quantity&amp;quot;: 2, &amp;quot;minimum&amp;quot;: 1, &amp;quot;hintable&amp;quot;: true}&lt;br /&gt;
                            ]&lt;br /&gt;
                        }&lt;br /&gt;
                    ]&lt;br /&gt;
                }&lt;br /&gt;
            ],&lt;br /&gt;
            ...&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Definition&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Both goal categories and individual goals can be defined. Goals can be assigned to existing default categories by setting the `category` key to one of the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;rainbow_bridge&#039;&#039;&#039; - Includes goals for dungeon rewards or skulltula tokens. Not active with open bridge.&lt;br /&gt;
* &#039;&#039;&#039;ganon_bosskey&#039;&#039;&#039; - Includes goals for dungeon rewards, skulltula tokens, or Ganon&#039;s Boss Key directly. Not active with the boss key removed or vanilla.&lt;br /&gt;
* &#039;&#039;&#039;trials&#039;&#039;&#039; - Includes path to the Tower goal for any enabled trials. Only active with non-zero trials&lt;br /&gt;
* &#039;&#039;&#039;triforce_hunt&#039;&#039;&#039; - Includes path of gold goal for Triforce Pieces. Only active when Triforce Hunt is enabled&lt;br /&gt;
* &#039;&#039;&#039;ganon&#039;&#039;&#039; - Equivalent to way of the hero. Only active with open bridge and Ganon&#039;s Castle Boss Key removed/vanilla and zero trials.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Priority&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Custom goals follow the same category priority rules as default goals. A custom goal in the &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; category will not include items that are part of the bridge category. A custom category with a priority between the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; categories will not include items from the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; category, and the &amp;lt;code&amp;gt;ganon_bosskey&amp;lt;/code&amp;gt; category will not include items from &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; or the custom category. Caution should be used adding custom categories before or in the middle of default categories for this reason. If a custom category has the same priority as a default goal, a required item can be included for goals in both categories. Default priorities are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;rainbow_bridge&#039;&#039;&#039; - 10&lt;br /&gt;
* &#039;&#039;&#039;ganon_bosskey&#039;&#039;&#039; - 20 for dungeon rewards/tokens, 30 for keysanity variants&lt;br /&gt;
* &#039;&#039;&#039;trials&#039;&#039;&#039; - 30&lt;br /&gt;
* &#039;&#039;&#039;triforce_hunt&#039;&#039;&#039; - 30&lt;br /&gt;
* &#039;&#039;&#039;ganon&#039;&#039;&#039; - 30&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Minimum Goals&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Minimum goals determine if the overall category objective is fulfilled. For example, the &amp;lt;code&amp;gt;bridge&amp;lt;/code&amp;gt; category has a minimum requirement of however many dungeon rewards are needed to spawn the bridge to Ganon&#039;s Castle. If there are not enough obtainable goals in the world, the category objective is not fulfilled and goal hints will not be generated for that category. This system is available to custom goal categories with the &amp;lt;code&amp;gt;minimum_goals&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Category Entrance Locks&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Entrances between regions can be disconnected to artificially restrict world access for a category. This was designed primarily for the rainbow bridge to only hint goals reachable without access to Ganon&#039;s Castle. The system can be used with custom goal categories by listing entrances to lock in the &amp;lt;code&amp;gt;lock_entrances&amp;lt;/code&amp;gt; key. Entrance names use the syntax &amp;quot;Region A -&amp;gt; Region B&amp;quot;, where the different regions are named in the logic files. This has only been tested with overworld entrances, but should work with dungeon internal entrances as well.&lt;br /&gt;
&lt;br /&gt;
It is not possible to change default goal category entrance locks.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Goal Definition&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
All goal names must be unique within a category. Goal names are only used internally. The &amp;lt;code&amp;gt;hint_text&amp;lt;/code&amp;gt; key defines how the goal is presented in the spoiler log and in hints. Default goals use the convention &amp;quot;path to &amp;lt;X&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Goal colors change how the path is colored. The hinted area with the required item will always be light blue.&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|White&lt;br /&gt;
|Red&lt;br /&gt;
|Green&lt;br /&gt;
|Blue&lt;br /&gt;
|Light Blue&lt;br /&gt;
|Pink&lt;br /&gt;
|Yellow&lt;br /&gt;
|Black&lt;br /&gt;
|title=Valid colors are:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Required item definition can include any number of items for each goal. Each item has four keys:&lt;br /&gt;
&lt;br /&gt;
* name - Item name as defined in &amp;lt;code&amp;gt;ItemList.py&amp;lt;/code&amp;gt;&lt;br /&gt;
* quantity - Maximum possible items to complete the goal&lt;br /&gt;
* minimum - Minimum possible items to complete the goal&lt;br /&gt;
* hintable - Whether or not this item can be directly hinted, or only items required to obtain this item. In both cases required items are a possibility for hints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt; key must be equal to or greater than the &amp;lt;code&amp;gt;minimum&amp;lt;/code&amp;gt; key. The &amp;lt;code&amp;gt;minimum&amp;lt;/code&amp;gt; key cannot be zero. The randomizer will consider a goal valid for hints if the all minimum items are reachable. It will attempt to hint items required for all copies of this item up to the maximum &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt;, but will automatically reduce the &amp;lt;code&amp;gt;quantity&amp;lt;/code&amp;gt; to the maximum reachable copies in beatable only or with a category lock defined.&lt;br /&gt;
&lt;br /&gt;
Required items for goals must be major items. Rupees and heart containers are not major items and will cause the goal to always be unobtainable and thus unhintable.&lt;br /&gt;
&lt;br /&gt;
==== Example Plando ====&lt;br /&gt;
&lt;br /&gt;
The attached plando&lt;br /&gt;
&lt;br /&gt;
* Requires a “random”-type location hint for the location containing Lens of Truth&lt;br /&gt;
* Adds shooting the sun in Lake Hylia as an always hint with custom text&lt;br /&gt;
* Removes Frog Ocarina Game and 40 Skulls as always hints&lt;br /&gt;
* Keeps other “conditional” always hints from Standard weekly settings, including Skull Mask&lt;br /&gt;
* Adds the location with Zelda’s Lullaby as an always hint&lt;br /&gt;
* Removes all other song locations from way of the hero and sometimes hint types&lt;br /&gt;
* Forces Rutos Letter to be considered foolish, and places it outside Ganon’s Castle to verify&lt;br /&gt;
* Excludes Biggoron Sword from foolish hints, and places it in the Haunted Wasteland to verify&lt;br /&gt;
&lt;br /&gt;
and applies a custom hint distribution as follows:&lt;br /&gt;
&lt;br /&gt;
====== Fixed Hints ======&lt;br /&gt;
&lt;br /&gt;
(in order) &lt;br /&gt;
* Always and Trials hints at 2 stones/hint &lt;br /&gt;
* 1 Named Item hint for Lens of Truth at 2 stones/hint (as required by &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt;) &lt;br /&gt;
* 3 Way of the Hero hints at 2 stones/hint &lt;br /&gt;
* 2 Foolish hints at 1 stone/hint &lt;br /&gt;
* 4 Entrance hints at 2 stones/hint &lt;br /&gt;
* 5 Sometimes hints at 1 stone/hint&lt;br /&gt;
&lt;br /&gt;
====== Weighted Hints ======&lt;br /&gt;
&lt;br /&gt;
On weekly settings, this is 27-29 gossip stones filled, depending on if Zelda’s Lullaby is on Ocarina of Time. The remaining 11-13 stones draw hints from weighted hint types as follows:&lt;br /&gt;
&lt;br /&gt;
* Random (0.5 weight, 2 stones/hint)&lt;br /&gt;
* Item (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Song (2.0 weight, 2 stones/hint)&lt;br /&gt;
* Overworld (3.0 weight, 2 stones/hint)&lt;br /&gt;
* Dungeon (1.0 weight, 2 stones/hint)&lt;br /&gt;
* Junk (0.5 weight, 1 stone/hint)&lt;br /&gt;
&lt;br /&gt;
At least 1 junk hint will be added due to the odd number of remaining stones.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;:            {&lt;br /&gt;
      &amp;quot;item_hints&amp;quot;: [&lt;br /&gt;
        &amp;quot;Lens of Truth&amp;quot;&lt;br /&gt;
      ],&lt;br /&gt;
      &amp;quot;hint_dist_user&amp;quot;: {&lt;br /&gt;
        &amp;quot;name&amp;quot;:                  &amp;quot;custom&amp;quot;,&lt;br /&gt;
        &amp;quot;gui_name&amp;quot;:              &amp;quot;Plando Test Hint Distribution&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot;:           &amp;quot;for debugging&amp;quot;,&lt;br /&gt;
        &amp;quot;add_locations&amp;quot;:         [&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;LH Sun&amp;quot;,                  &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;], &amp;quot;text&amp;quot;: &amp;quot;those who #blot out the sun# will find&amp;quot; },&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;Deku Theater Skull Mask&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;remove_locations&amp;quot;:      [&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;ZR Frogs Ocarina Game&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] },&lt;br /&gt;
            { &amp;quot;location&amp;quot;: &amp;quot;Kak 40 Gold Skulltula Reward&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;add_items&amp;quot;:             [&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Zeldas Lullaby&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;always&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Rutos Letter&amp;quot;,       &amp;quot;types&amp;quot;: [&amp;quot;barren&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;remove_items&amp;quot;:          [&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Eponas Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Sarias Song&amp;quot;,        &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Suns Song&amp;quot;,          &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Song of Time&amp;quot;,       &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Song of Storms&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Minuet of Forest&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Bolero of Fire&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Serenade of Water&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Requiem of Spirit&amp;quot;,  &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Nocturne of Shadow&amp;quot;, &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Prelude of Light&amp;quot;,   &amp;quot;types&amp;quot;: [&amp;quot;woth&amp;quot;, &amp;quot;sometimes&amp;quot;] },&lt;br /&gt;
            { &amp;quot;item&amp;quot;: &amp;quot;Biggoron Sword&amp;quot;,     &amp;quot;types&amp;quot;: [&amp;quot;barren&amp;quot;] }&lt;br /&gt;
        ],&lt;br /&gt;
        &amp;quot;dungeons_woth_limit&amp;quot;:   2,&lt;br /&gt;
        &amp;quot;dungeons_barren_limit&amp;quot;: 1,&lt;br /&gt;
        &amp;quot;named_items_required&amp;quot;:  &amp;quot;True&amp;quot;,&lt;br /&gt;
        &amp;quot;distribution&amp;quot;:          {&lt;br /&gt;
            &amp;quot;trial&amp;quot;:      {&amp;quot;order&amp;quot;:  1, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;always&amp;quot;:     {&amp;quot;order&amp;quot;:  2, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;woth&amp;quot;:       {&amp;quot;order&amp;quot;:  3, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   3, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;barren&amp;quot;:     {&amp;quot;order&amp;quot;:  4, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   2, &amp;quot;copies&amp;quot;: 1},&lt;br /&gt;
            &amp;quot;entrance&amp;quot;:   {&amp;quot;order&amp;quot;:  5, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   4, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;sometimes&amp;quot;:  {&amp;quot;order&amp;quot;:  6, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   5, &amp;quot;copies&amp;quot;: 1},&lt;br /&gt;
            &amp;quot;random&amp;quot;:     {&amp;quot;order&amp;quot;:  7, &amp;quot;weight&amp;quot;: 0.5, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;item&amp;quot;:       {&amp;quot;order&amp;quot;:  8, &amp;quot;weight&amp;quot;: 1.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;song&amp;quot;:       {&amp;quot;order&amp;quot;:  9, &amp;quot;weight&amp;quot;: 2.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;overworld&amp;quot;:  {&amp;quot;order&amp;quot;: 10, &amp;quot;weight&amp;quot;: 3.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;dungeon&amp;quot;:    {&amp;quot;order&amp;quot;: 11, &amp;quot;weight&amp;quot;: 1.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2},&lt;br /&gt;
            &amp;quot;junk&amp;quot;:       {&amp;quot;order&amp;quot;: 12, &amp;quot;weight&amp;quot;: 0.5, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 1},&lt;br /&gt;
            &amp;quot;named-item&amp;quot;: {&amp;quot;order&amp;quot;: 13, &amp;quot;weight&amp;quot;: 0.0, &amp;quot;fixed&amp;quot;:   0, &amp;quot;copies&amp;quot;: 2}&lt;br /&gt;
        }&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;randomized_settings&amp;quot;: {},&lt;br /&gt;
    &amp;quot;starting_items&amp;quot;:      {},&lt;br /&gt;
    &amp;quot;item_pool&amp;quot;:           {},&lt;br /&gt;
    &amp;quot;entrances&amp;quot;:           {},&lt;br /&gt;
    &amp;quot;locations&amp;quot;:           {&lt;br /&gt;
        &amp;quot;OGC Great Fairy Reward&amp;quot;: &amp;quot;Rutos Letter&amp;quot;,&lt;br /&gt;
        &amp;quot;Wasteland Chest&amp;quot;: &amp;quot;Biggoron Sword&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}}&lt;br /&gt;
==== Item Hints for Bingo ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando setting contains a list of items as named in ItemList.py to be added as “random” location hints. This is outside of the hint distribution setting. Built-in hint distributions assume copies per hint is the same as the sometimes category equivalent of the original distribution. The &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; hint distribution key controls if named item hints are treated as always hints. In contrast to always hints, an error will be thrown if any required named item hint cannot be placed.&lt;br /&gt;
&lt;br /&gt;
Plando or third party hint distribution files can specify fixed or weighted &amp;lt;code&amp;gt;named-item&amp;lt;/code&amp;gt; group hints if &amp;lt;code&amp;gt;named_items_required&amp;lt;/code&amp;gt; is false.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;add_items&amp;lt;/code&amp;gt; provides similar functionality to the &amp;lt;code&amp;gt;item_hints&amp;lt;/code&amp;gt; plando key if an item is added to the &amp;lt;code&amp;gt;always&amp;lt;/code&amp;gt; group. The reason for duplication of this feature is to provide an easier interface for Bingo races desiring hinted tile goals without building a whole hint distribution from scratch.&lt;br /&gt;
&lt;br /&gt;
===== Example Bingo Plando =====&lt;br /&gt;
&lt;br /&gt;
The example plando below:&lt;br /&gt;
&lt;br /&gt;
* Requires two separate strength upgrades to be hinted&lt;br /&gt;
* Requires Lens of Truth to be hinted&lt;br /&gt;
* Modifies the item pool to contain 3 empty bottles, one of which will be hinted.&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;settings&amp;quot;: {&lt;br /&gt;
      &amp;quot;item_hints&amp;quot;: [&lt;br /&gt;
            &amp;quot;Progressive Strength Upgrade&amp;quot;,&lt;br /&gt;
            &amp;quot;Progressive Strength Upgrade&amp;quot;,&lt;br /&gt;
            &amp;quot;Lens of Truth&amp;quot;,&lt;br /&gt;
            &amp;quot;Bottle&amp;quot;&lt;br /&gt;
        ]&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;randomized_settings&amp;quot;: {},&lt;br /&gt;
    &amp;quot;starting_items&amp;quot;:      {},&lt;br /&gt;
    &amp;quot;item_pool&amp;quot;:           {&lt;br /&gt;
        &amp;quot;Bottle&amp;quot;: 3&lt;br /&gt;
    },&lt;br /&gt;
    &amp;quot;entrances&amp;quot;:           {},&lt;br /&gt;
    &amp;quot;locations&amp;quot;:           {}&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gossip Stones and Other Text Boxes ===&lt;br /&gt;
&lt;br /&gt;
Plandomizer can also alter the text of Gossip Stones and as of v6.2.28 of nearly all other text boxes in the game. This is a very powerful and flexible feature, but keep in mind that the Randomizer cannot check for (hint) logic if you plando Gossip Stones. In other words, &#039;&#039;&#039;Custom-made hints can be false and should therefore be constructed carefully&#039;&#039;&#039;. This feature has not been tested extensively for other text boxes, but it seems to work for all text boxes that the Randomizer doesn&#039;t already alter itself. For example, you cannot change the text boxes for receiving Small Keys or Gold Skulltula Tokens. However, be very cautious of altering text boxes that chain to others or lead into an action as these can easily cause softlocks if those actions are not accounted for.&lt;br /&gt;
&lt;br /&gt;
When plandoing text boxes, the term is the name of the Gossip Stone or the [https://wiki.cloudmodding.com/oot/Text_IDs Text ID] when changing other text boxes. The names of Gossip Stones can be found [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Hints.py here] or in the &amp;lt;kbd&amp;gt;gossip_stones&amp;lt;/kbd&amp;gt; section of an old Spoiler Log. The Text IDs can be found [https://wiki.cloudmodding.com/oot/Text_IDs here]. Click on the appropriate ID List and search for the vanilla text using &amp;lt;kbd&amp;gt;CTRL&amp;lt;/kbd&amp;gt; + &amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; to find the correct ID number. Changing the text of Gossip Stones using the Text ID will not work. You have to use the Gossip Stone name for that.&lt;br /&gt;
&lt;br /&gt;
The definition is a dictionary with the term &amp;lt;var&amp;gt;text&amp;lt;/var&amp;gt;.&lt;br /&gt;
* Multiple text boxes can be assigned to a single Gossip Stone/sign/NPC/etc. by separating the strings with &amp;lt;kbd&amp;gt;^&amp;lt;/kbd&amp;gt;. However, this is not strictly required as the randomizer will automatically break up strings that are too long for a single text box.&lt;br /&gt;
* Any text you surround with &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; can also be colored. If you wish to do this add another term to the inner dictionary with the term &amp;lt;var&amp;gt;colors&amp;lt;/var&amp;gt; and set it to a list containing strings of the colors you wish to use. You can have multiple groups of text surrounded by &amp;lt;kbd&amp;gt;#&amp;lt;/kbd&amp;gt; and each one can be a different color.&lt;br /&gt;
&lt;br /&gt;
{{collapsible list code style&lt;br /&gt;
|White&lt;br /&gt;
|Red&lt;br /&gt;
|Green&lt;br /&gt;
|Blue&lt;br /&gt;
|Light Blue&lt;br /&gt;
|Pink&lt;br /&gt;
|Yellow&lt;br /&gt;
|Black&lt;br /&gt;
|title=Valid colors:&lt;br /&gt;
|expand=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When plandoing Gossip Stones, the Randomizer will replace available hints in reverse priority order. (As of version 7.1.51, this now works in proper listed order.)&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
You can also use some special characters within your custom text boxes. In terms of normal characters, you can use within your hint text the following just by putting them within the string as usual: À, Á, Â, Ä, Ç, È, É, Ê, Ë, Ï, Ô, Ö, Ù, Û, Ü, the lowercase versions of all previous characters, and ß.&lt;br /&gt;
&lt;br /&gt;
You can also specify codes for special, in-game button characters using Unicode values. Reference the following table for the value for each button character, and then it can be specified within your hint text with \u00xx, where xx is the value from the table. For example, the &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; button has a value of &amp;lt;kbd&amp;gt;9F&amp;lt;/kbd&amp;gt;, so it would be printed using &amp;lt;kbd&amp;gt;\u009F&amp;lt;/kbd&amp;gt; within your text box. [https://i.imgur.com/sfbnKF6.png Here] you can see what these characters look like in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Code || 9F || A0 || A1 || A2 || A3 || A4 || A5 || A6 || A7 || A8 || A9 || AA&lt;br /&gt;
|-&lt;br /&gt;
| Button Displayed || A || B || C || L || R || Z || C-up || C-down || C-left || C-right || Down arrow || Joystick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sound Effects ====&lt;br /&gt;
Each text box can be equipped with a sound effect. The full list of sound effect IDs can be found [https://wiki.cloudmodding.com/oot/Sound_Effect_Ids here], but it takes a little bit of work to convert them to the correct format. Sound effects are designated by &amp;lt;kbd&amp;gt;${12 x8 yy}&amp;lt;/kbd&amp;gt;, where &amp;lt;kbd&amp;gt;x&amp;lt;/kbd&amp;gt; is the &amp;quot;Bank&amp;quot; as indicated on CloudModding and &amp;lt;kbd&amp;gt;yy&amp;lt;/kbd&amp;gt; is the sound number within the bank. The &amp;lt;kbd&amp;gt;8&amp;lt;/kbd&amp;gt; must be swapped for &amp;lt;kbd&amp;gt;9&amp;lt;/kbd&amp;gt; if the sound number is greater than &amp;lt;kbd&amp;gt;FF&amp;lt;/kbd&amp;gt; (i.e. if it has 3 characters on CloudModding).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Looping sounds will not stop until Link leaves the area or dies, so it&#039;s recommended to avoid these sounds.&lt;br /&gt;
&lt;br /&gt;
Only one sound effect will play per Text ID. If you want a single source of text boxes (e.g. a Gossip Stone) to play a sound effect on every single text box, then you will need to chain text boxes together. This is done by putting &amp;lt;kbd&amp;gt;${07 xx xx}&amp;lt;/kbd&amp;gt;, where &amp;lt;kbd&amp;gt;xx xx&amp;lt;/kbd&amp;gt; is the Text ID of another text box, at the end of a text box. Then, you&#039;ll want to make a new &amp;lt;kbd&amp;gt;gossip_stones&amp;lt;/kbd&amp;gt; entry that uses this Text ID as the term. You can chain that entry into a new one and keep chaining until you are satisfied. It is highly recommended to take a look at the example of chaining text boxes down below.&lt;br /&gt;
&lt;br /&gt;
The Text ID values from &amp;lt;kbd&amp;gt;05 00&amp;lt;/kbd&amp;gt; to &amp;lt;kbd&amp;gt;05 60&amp;lt;/kbd&amp;gt; (in hexadecimal numbers) have been reserved for text box chaining by Plandomakers. Other Text IDs could be in use by the Randomizer either currently or in the future, so in order to future-proof your Plando it is highly encouraged to stay within this range of 96 different Text IDs. Using values already in use by the Randomizer would result in the Randomizer overwriting your text boxes with its own. Keep in mind that chaining text boxes is only required for having multiple sound effects tied to a single source of text boxes. If you just want additional text boxes without sound effects, then you can achieve this far easier with the &amp;lt;kbd&amp;gt;^&amp;lt;/kbd&amp;gt; character.&lt;br /&gt;
&lt;br /&gt;
==== Control Codes ====&lt;br /&gt;
Control Codes allow text boxes to be chained together or ensure actions occur after text boxes. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;kbd&amp;gt;${07 xx xx}&amp;lt;/kbd&amp;gt; explained in the Sound Effects section is the control code to link to other text boxes. Some text boxes require this when they are replaced For example, Link the Goron&#039;s first text upon standing up is &amp;lt;kbd&amp;gt;$3032&amp;lt;/kbd&amp;gt;. If this text ID is replaced, it must end with &amp;lt;kbd&amp;gt;${07 30 33}&amp;lt;/kbd&amp;gt; in order to link to the &amp;quot;Boohoo&amp;quot; text which will allow the interaction to continue so his item can be received.&lt;br /&gt;
&lt;br /&gt;
The control code &amp;lt;kbd&amp;gt;${0B}&amp;lt;/kbd&amp;gt; is required for text boxes that lead into the game performing an action. For example, minigame NPC dialogue which leads into the start of the game must end with this. There is not currently a comprehensive list of dialogue that requires this, so we recommend testing all custom dialogue in game before releasing a plando to others. Examples of a few IDs that require this are 4086, 6040, and 71AF.&lt;br /&gt;
&lt;br /&gt;
To print the current in-game time in a text box, use &amp;lt;kbd&amp;gt;${1F}&amp;lt;/kbd&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Just white text&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored text&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;DMC (Bombable Wall)&amp;quot;: {&lt;br /&gt;
        &amp;quot;text&amp;quot;: &amp;quot;They say #Luigi# was put in this game instead of Super #Mario# 64&amp;quot;,&lt;br /&gt;
        &amp;quot;colors&amp;quot;: [&amp;quot;Green&amp;quot;, &amp;quot;Red&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful Tutorial Message&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Outside Storms)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;To target, press \u00A4&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appreciation&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;KF (Deku Tree Right)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;Dampé is a pretty cool guy.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound Effects and Current Time Added&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;ToT (Left)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;The time is ${1F}.^${12 28 df}The cow goes moo.&amp;quot; },&lt;br /&gt;
    &amp;quot;ToT (Left-Center)&amp;quot;: { &amp;quot;text&amp;quot;: &amp;quot;${12 39 C7}Ganondorf laughs maniacally.&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sign in Front of Bottom of the Well&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
    &amp;quot;$0307&amp;quot;:                           {&amp;quot;text&amp;quot;: &amp;quot;Is this magic?&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaining Text Boxes with the Sign in Front of the Exit from Kokiri Forest to Hyrule Field&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;gossip_stones&amp;quot;: {&lt;br /&gt;
	&amp;quot;$0320&amp;quot;:                           {&amp;quot;text&amp;quot;: &amp;quot;${12 68 7a}Hey kids, want to learn how to chain text IDs?${07 04 60}&amp;quot;},&lt;br /&gt;
        &amp;quot;$0460&amp;quot;:                           {&amp;quot;text&amp;quot;: &amp;quot;${12 68 7a}Chained ID 1${07 04 61}&amp;quot;},&lt;br /&gt;
        &amp;quot;$0461&amp;quot;:                           {&amp;quot;text&amp;quot;: &amp;quot;${12 68 7a}Chained ID 2&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Sounds ===&lt;br /&gt;
&lt;br /&gt;
As of version 6.0 users can select both their cosmetics and sounds with a cosmetics plandomizer file. Just like how the spoiler log syntax is used to create a plandomizer file for locations, entrances, etcetera, the cosmetics log syntax is used to create a cosmetics plandomizer file. &#039;&#039;&#039;This plandomizer file has to be inserted separately&#039;&#039;&#039;, because cosmetics and sounds are typically (re-)applied after the patching process. Make sure that the file is saved as a &amp;lt;kbd&amp;gt;.json&amp;lt;/kbd&amp;gt; file. To insert a cosmetics plando, toggle &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Cosmetics Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; on the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;ROM Options&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; tab and insert it in the field that will appear below. Note; if you also toggled &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;Enable Plandomizer (Advanced)&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt;, then there will be two fields.&lt;br /&gt;
&lt;br /&gt;
[[File:Cosmeticsplandoweb.png|700px]]&lt;br /&gt;
&lt;br /&gt;
==== Cosmetics ====&lt;br /&gt;
&#039;&#039;Note: Custom cosmetics colors can be chosen through the GUI as well, so it is not needed to specify these in the plandomizer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ways in which you can plandomize cosmetics. The first is to specify colors through hex values. This gives you the freedom to select any color in the color spectrum for any of the cosmetics options. The second method is to use presets built into the randomizer. These are the options found in the dropdown bars in the GUI and include options such as &amp;quot;Kokiri Green&amp;quot;, &amp;quot;Random Choice&amp;quot; and &amp;quot;Magenta&amp;quot;. Keep in mind that each cosmetic option has its own set of preset colors and that they can&#039;t be used interchangeably. For example, tunics have the preset color &amp;quot;Majora Purple&amp;quot;, but gauntlets do not, so that color cannot be set for gauntlets unless you specify hex values. Because of this limitation it is recommended that users specify hex values. [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Colors.py The hex values associated with the preset colors can be found here]. The correct formatting for the plandomizer file is to take the three double-character codes that follow an &amp;quot;x&amp;quot; and put them next to each other in the order in which they appear, preceded by a &amp;quot;#&amp;quot;. For example the hex value for &amp;quot;Kokiri Green&amp;quot; in the correct format is &amp;lt;code&amp;gt;#1E691B&amp;lt;/code&amp;gt;. It&#039;s case-insensitive and the order matters.&lt;br /&gt;
&lt;br /&gt;
Some cosmetics can be made to cycle through the colors of the rainbow. This cannot be done with hex values and must be specified using the &amp;quot;Rainbow&amp;quot; preset. This is currently only supported for Navi, Bombchu trail, Boomerang trail and Sword trail cosmetics.&lt;br /&gt;
&lt;br /&gt;
The sword trail duration option is unique in that you don&#039;t specify a string but an integer. This integer denotes for how many frames the sword trail will linger with the presets being &amp;quot;Default&amp;quot; (= 4), &amp;quot;Long&amp;quot; (= 10), &amp;quot;Very Long&amp;quot; (= 15) and &amp;quot;Lightsaber&amp;quot; (= 20). Normal gameplay is 20 frames per second, so &amp;quot;Lightsaber&amp;quot; will leave a trail for roughly 1 second. This integer can be set higher than 20, but you can expect lag if the number is set extremely high. &lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set the tunic colors using hex values&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;#ffffff&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;#1E691B&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;#AAaaAA&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set tunic colors using built-in color options&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;kokiri_color&amp;quot;:                &amp;quot;Goron Red&amp;quot;,&lt;br /&gt;
    &amp;quot;goron_color&amp;quot;:                 &amp;quot;Majora Purple&amp;quot;,&lt;br /&gt;
    &amp;quot;zora_color&amp;quot;:                  &amp;quot;Completely Random&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set rainbow sword trail with a duration of 1 second&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sword_trail_color_inner&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_color_outer&amp;quot;:     &amp;quot;Rainbow&amp;quot;,&lt;br /&gt;
    &amp;quot;sword_trail_duration&amp;quot;:        20&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
To set sound effects, choose the sound you want to use as the value (right column) and the event when it plays as the key (left column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Sounds.py A list of sounds effects can be found here] (use the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column). Valid strings for the plandomizer file are found in the &amp;lt;samp&amp;gt;keyword&amp;lt;/samp&amp;gt; column. For vanilla sound effects choose &amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;, except for &amp;lt;samp&amp;gt;sfx_low_hp&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;sfx_ocarina&amp;lt;/samp&amp;gt; where the vanilla sounds are called &amp;lt;code&amp;gt;soft-beep&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ocarina&amp;lt;/code&amp;gt; respectively. &amp;lt;samp&amp;gt;completely-random&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-ear-safe&amp;lt;/samp&amp;gt;, &amp;lt;samp&amp;gt;random-choice&amp;lt;/samp&amp;gt;, and &amp;lt;samp&amp;gt;none&amp;lt;/samp&amp;gt; are also valid choices.&lt;br /&gt;
&lt;br /&gt;
To set background music, choose the location where you want the music to be played as the key (left column) and the music that will be played as the corresponding value (right column). [https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/Music.py A list of valid strings can be found here]. Note that these strings are valid both as key and value. Use &amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt; for no background music.&lt;br /&gt;
&lt;br /&gt;
===== Examples =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set sound effects&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;sfx_low_hp&amp;quot;:                  &amp;quot;soft-beep&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_overworld&amp;quot;:          &amp;quot;bow-twang&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_navi_enemy&amp;quot;:              &amp;quot;navi-hey&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_cursor&amp;quot;:             &amp;quot;ruto-wiggle&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_menu_select&amp;quot;:             &amp;quot;talon-snore&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_horse_neigh&amp;quot;:             &amp;quot;default&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_nightfall&amp;quot;:               &amp;quot;completely-random&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_hover_boots&amp;quot;:             &amp;quot;child-owo&amp;quot;,&lt;br /&gt;
    &amp;quot;sfx_ocarina&amp;quot;:                 &amp;quot;malon&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set background music&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;bgm&amp;quot;:         {&lt;br /&gt;
    &amp;quot;Hyrule Field&amp;quot;:         &amp;quot;None&amp;quot;, &lt;br /&gt;
    &amp;quot;Temple of Time&amp;quot;:       &amp;quot;Shop&amp;quot;,&lt;br /&gt;
    &amp;quot;Gerudo Valley&amp;quot;:        &amp;quot;Ingo Theme&amp;quot;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is also possible to plando [https://wiki.ootrandomizer.com/index.php?title=Readme#Custom_Music_and_Fanfares custom music]. In this case what you insert as the track name is whatever is on the first line of the &amp;lt;kbd&amp;gt;&amp;lt;samp&amp;gt;.meta&amp;lt;/samp&amp;gt;&amp;lt;/kbd&amp;gt; file (open with any text editor). If this is done incorrectly, then the randomizer will skip it and not output an error message. This means that some other track will be placed there instead without your knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Plando Exclusive Features ===&lt;br /&gt;
As of v6.1 there is a setting that can only be changed through the use of Plandomizer. &lt;br /&gt;
&lt;br /&gt;
==== Light Arrows Cutscene Condition ====&lt;br /&gt;
&lt;br /&gt;
This is a setting that determines what the condition is for triggering the Light Arrows Cutscene (LACS) event. This was originally made a setting so that Ganon&#039;s Boss Key could be placed here with the condition being, for example, a certain number of dungeon rewards. This would allow players to have the Rainbow Bridge open from the start for early access to Ganon&#039;s Castle while still locking Ganondorf behind a certain condition. Now that Ganon&#039;s Boss Key can be given to the player anywhere, this setting is no longer needed and was made to be Plando-only rather than removed completely.&lt;br /&gt;
&lt;br /&gt;
To use this setting, add the following to the settings dictionary of the Plando file&lt;br /&gt;
&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;lacs_condition&amp;quot;:                                  &amp;quot;X&amp;quot;,&lt;br /&gt;
}}&lt;br /&gt;
where valid settings for &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; are &amp;lt;code&amp;gt;Stones&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Medallions&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dungeons&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Tokens&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Hearts&amp;lt;/code&amp;gt; (hearts v6.2.76 onwards). If you wish for the LACS condition to remain vanilla, then simply don&#039;t add anything to your Plando file as vanilla is the default setting. Finally, you&#039;ll want to add the following line&lt;br /&gt;
{{json example|&lt;br /&gt;
&amp;quot;lacs_stones/medallions/dungeons/tokens/hearts&amp;quot;:    Y,&lt;br /&gt;
}}&lt;br /&gt;
where &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; is a number (note the lack of quotation marks) and where you should choose &amp;lt;code&amp;gt;lacs_medallions/stones/dungeons/tokens/hearts&amp;lt;/code&amp;gt; as appropriate (so &amp;lt;code&amp;gt;lacs_stones&amp;lt;/code&amp;gt; if you picked Spiritual Stones as your condition, &amp;lt;code&amp;gt;lacs_medallions&amp;lt;/code&amp;gt; if you picked Medallions etc.). Hearts are in units of full hearts (= Heart Containers) and not in units of quarters of hearts (= Pieces of Heart). Keep in mind that the last line of the settings dictionary should &#039;&#039;&#039;not&#039;&#039;&#039; have a comma at the end, so remove it if appropriate.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&#039;&#039;&#039;Set the LACS condition to be 69 Gold Skulltula Tokens&#039;&#039;&#039;:&lt;br /&gt;
{{json example|&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;settings&amp;quot;:         {&lt;br /&gt;
    &amp;quot;lacs_condition&amp;quot;:                            &amp;quot;Tokens&amp;quot;,&lt;br /&gt;
    &amp;quot;lacs_tokens&amp;quot;:                               69&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Common Errors ==&lt;br /&gt;
You&#039;re very likely to run into many errors while trying to make a plandomizer. These explanations should help you with some of the more cryptic ones. You can also narrow down the source of the error code by running small sections of the original plandomizer at a time until you get the error message.&lt;br /&gt;
&lt;br /&gt;
=== Not A Valid JSON Format ===&lt;br /&gt;
[https://wiki.ootrandomizer.com/index.php?title=Plandomizer#The_Most_Common_Format.2FSyntax_Issue See this section]&lt;br /&gt;
&lt;br /&gt;
=== Game Unbeatable ===&lt;br /&gt;
The randomizer generator could not place items following your defined settings. You&#039;ve created a situation that is not logically possible to complete. &lt;br /&gt;
&lt;br /&gt;
Sometimes this is just bad luck and you have to try generating again, but if you continuously get the same exact error messages over and over, you most likely need to modify your settings or where items are placed in the world. Think carefully about what logical problems your settings and item placements might have. Refer to the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/master/data/World Release logic files] or the [https://github.com/TestRunnerSRL/OoT-Randomizer/tree/Dev/data/World Dev logic files] depending on which one you are using to try to help find any you have forgotten.&lt;br /&gt;
&lt;br /&gt;
Of course you can always come to the {{discord|plando-support}} channel on the {{discord}} to ask for help if you&#039;re feeling stuck. We can usually point you in the right direction or find the exact issue causing the error.&lt;br /&gt;
&lt;br /&gt;
=== Cannot Choose From An Empty Sequence ===&lt;br /&gt;
&lt;br /&gt;
This means that an item in your &amp;lt;samp&amp;gt;locations&amp;lt;/samp&amp;gt; dictionary was not spelled correctly (e.g. &amp;lt;samp&amp;gt;Light Arrow&amp;lt;/samp&amp;gt; instead of &amp;lt;samp&amp;gt;Light Arrows&amp;lt;/samp&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== My Plandomized Track Is Not Playing ===&lt;br /&gt;
&lt;br /&gt;
Make sure that there are no spelling errors. If you&#039;re using custom music, then make sure that you are using the track name that is inside the &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations&amp;diff=3067</id>
		<title>Pot and Crate Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations&amp;diff=3067"/>
		<updated>2023-01-15T16:59:21Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* KF Know It All House */ missing second pot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KF Links House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| KF Links House Pot || [[File:Kf links house pot.jpg|400px|Kf links house pot]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== KF House of Twins ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| KF Twins House Pot 1&amp;lt;/br&amp;gt;KF Twins House Pot 2 || [[File:Kf twins pots.jpg|400px|Kf twins pots]]||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== KF Know It All House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| KF Know-it-all Brothers House Pot 1&amp;lt;/br&amp;gt;KF Know-it-all Brothers House Pot 2 || [[File:Kf know it all pots.jpg|400px|Kf know it all house pot]]||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gerudo Valley ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| GV Crate Near Cow || [[File:Gv crate near cow.jpg|400px|Gv crate near cow]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| GV Freestanding PoH Crate Rupee || [[File:Gv freestanding poh crate.jpg|400px|Gv freestanding poh crate]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| GF Adult Crate Purple Rupee&amp;lt;/br&amp;gt;Hideout Break Room Pot 1&amp;lt;/br&amp;gt;Hideout Break Room Pot 2&amp;lt;/br&amp;gt;Hideout Break Room Crate 1&amp;lt;/br&amp;gt;Hideout Break Room Crate 2&amp;lt;/br&amp;gt;Hideout Break Room Crate 3&amp;lt;/br&amp;gt;Hideout Break Room Crate 4&amp;lt;/br&amp;gt; Hideout 1 Torch Jail Pot 1&amp;lt;/br&amp;gt; Hideout 1 Torch Jail Pot 2&amp;lt;/br&amp;gt; Hideout 1 Torch Jail Pot 3&amp;lt;/br&amp;gt;Hideout 1 Torch Crate&amp;lt;/br&amp;gt;Hideout Kitchen Pot 1&amp;lt;/br&amp;gt;Hideout Kitchen Pot 2&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 1&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 2&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 3&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 4&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 5&amp;lt;/br&amp;gt;Hideout 4 Torch Jail Pot 1&amp;lt;/br&amp;gt;Hideout 4 Torch Jail Pot 2&amp;lt;/br&amp;gt;Hideout 3 Torch Crate&amp;lt;/br&amp;gt;Hideout 2 Torch Jail Pot 1&amp;lt;/br&amp;gt;Hideout 2 Torch Jail Pot 2&amp;lt;/br&amp;gt;Hideout 2 Torch Jail Pot 3&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 1&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 2&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 3&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 4&amp;lt;/br&amp;gt;Hideout 2 Torch Crate 1&amp;lt;/br&amp;gt;Hideout 2 Torch Crate 2 || [[File:Gf pots crates.jpg|400px|Gf pots crates]] ||style=&amp;quot;text-align:center&amp;quot;|can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Wasteland Near Fortress ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Crate Before Quicksand || [[File:Wasteland crates near fortress.jpg|400px|Wasteland crates near fortress]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Haunted Wasteland ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Near GS Pot 1&amp;lt;/br&amp;gt;Wasteland Near GS Pot 2&amp;lt;/br&amp;gt; || [[File:Wasteland pots.jpg|400px|Wasteland pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Crate After Quicksand 1&amp;lt;/br&amp;gt;Wasteland Crate After Quicksand 2&amp;lt;/br&amp;gt;Wasteland Crate After Quicksand 3 || [[File:Wasteland crates near fortress.jpg|400px|Wasteland crates near fortress]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Crate Near Colossus || [[File:Wasteland crate near colossus.jpg|400px|Wasteland crate near colossus]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Market ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Market Night Crate Red Rupee&amp;lt;/br&amp;gt;Market Night Crate Green Rupee 1&amp;lt;/br&amp;gt;Market Night Crate Green Rupee 2&amp;lt;/br&amp;gt;Market Night Crate Green Rupee 3 || [[File:Market night crates 1 2.jpg|400px|Market night crates 1 2]] [[File:Market night crates 3 4.jpg|400px|Market night crates 3 4]] ||style=&amp;quot;text-align:center&amp;quot;|is_child and at_night&lt;br /&gt;
|-&lt;br /&gt;
|| Market Richards House Crate Rupee 1 || [[File:Market richards house crate.jpg|400px|Market richards house crate]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Market Guard House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Market Guard House Crate Rupee || [[File:Market guard house crate.jpg|400px|Market guard house crate]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Market Guard House Child Pot 1 - 44 || [[File:Market guard house pots.jpg|400px|Market guard house pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child. &lt;br /&gt;
The pots on top of the walls can be reached by jumping from the crate with the Skulltula. From the first wall, you can reach the second wall by jumping from the sloped part of the first wall.&lt;br /&gt;
|-&lt;br /&gt;
|| Market Guard House Adult Pot 1&amp;lt;/br&amp;gt;Market Guard House Adult Pot 2&amp;lt;/br&amp;gt;Market Guard House Adult Pot 3&amp;lt;/br&amp;gt;Market Guard House Adult Pot 4&amp;lt;/br&amp;gt;Market Guard House Adult Pot 5&amp;lt;/br&amp;gt;Market Guard House Adult Pot 6&amp;lt;/br&amp;gt;Market Guard House Adult Pot 7 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Market Man in Green House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Market Back Alley House Pot 1&amp;lt;/br&amp;gt;Market Back Alley House Pot 2&amp;lt;/br&amp;gt;Market Back Alley House Pot 3 || [[File:Market man in green pots.jpg|400px|Market man in green pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child and at_night&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Kakariko Village ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Potion Shop Pot 1&amp;lt;/br&amp;gt;Kak Near Potion Shop Pot 2&amp;lt;/br&amp;gt;Kak Near Potion Shop Pot 3 || [[File:Kak potion shop pots.jpg|400px|Kak potion shop pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Impas House Pot 1&amp;lt;/br&amp;gt;Kak Near Impas House Pot 2&amp;lt;/br&amp;gt;Kak Near Impas House Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Guards House Pot 1&amp;lt;/br&amp;gt;Kak Near Guards House Pot 2&amp;lt;/br&amp;gt;Kak Near Guards House Pot 3 || [[File:Kak guards house pots.jpg|400px|Kak guards house pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Odd Medicine Building Pot 1&amp;lt;/br&amp;gt;Kak Near Odd Medicine Building Pot 2 || [[File:Kak odd medicine pots.jpg|400px|Kak odd medicine pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Adult Crate Red Rupee || [[File:Kak adult red rupee crate night.jpg|400px|Kak adult red rupee crate night]] [[File:Kak adult red rupee crate day.jpg|400px|Kak adult red rupee crate day]] ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Adult Crate Arrows || [[File:Kak adult arrow crate day.jpg|400px|Kak adult arrow crate day]] [[File:Kak adult arrow crate night.jpg|400px|Kak adult arrow crate night]] ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Graveyard Dampes Grave ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Grave Dampe Pot 1&amp;lt;/br&amp;gt;Grave Dampe Pot 2&amp;lt;/br&amp;gt;Grave Dampe Pot 3&amp;lt;/br&amp;gt;Grave Dampe Pot 4&amp;lt;/br&amp;gt;Grave Dampe Pot 5&amp;lt;/br&amp;gt;Grave Dampe Pot 6 || [[File:Graveyard dampe pots 1.jpg|400px|Graveyard dampe pots 1]] [[File:Graveyard dampe pots 2.jpg|400px|Graveyard dampe pots 2]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Goron City ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| GC Lower Staircase Pot 1&amp;lt;/br&amp;gt;GC Lower Staircase Pot 2 || [[File:Gc lower staircase pots.jpg|400px|Gc lower staircase pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| GC Upper Staircase Pot 1&amp;lt;/br&amp;gt;GC Upper Staircase Pot 2&amp;lt;/br&amp;gt;GC Upper Staircase Pot 3 || [[File:Gc upper staircase pots.jpg|400px|Gc upper staircase pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| GC Medigoron Pot || [[File:Gc medigoron pot.jpg|400px|Gc medigoron pot]] ||style=&amp;quot;text-align:center&amp;quot;|can_blast_or_smash or Progressive_Strength_Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|| GC Boulder Maze Crate || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_blast_or_smash or can_use(Silver_Gauntlets))&lt;br /&gt;
|-&lt;br /&gt;
|| GC Darunia Pot 1&amp;lt;/br&amp;gt;GC Darunia Pot 2&amp;lt;/br&amp;gt;GC Darunia Pot 3 || [[File:Gc darunia pots.jpg|400px|Gc darunia pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Death Mountain Crater ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| DMC Near GC Pot 1&amp;lt;/br&amp;gt;DMC Near GC Pot 2&amp;lt;/br&amp;gt;DMC Near GC Pot 3&amp;lt;/br&amp;gt;DMC Near GC Pot 4 || [[File:Dmc pots.jpg|400px|Dmc pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Zoras Domain ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ZD Pot 1&amp;lt;/br&amp;gt;ZD Pot 2&amp;lt;/br&amp;gt;ZD Pot 3&amp;lt;/br&amp;gt;ZD Pot 4&amp;lt;/br&amp;gt;ZD Pot 5 || [[File:Zd pots.jpg|400px|Zd pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Zoras Fountain ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ZF Hidden Cave Pot 1&amp;lt;/br&amp;gt;ZF Hidden Cave Pot 2&amp;lt;/br&amp;gt;ZF Hidden Cave Pot 3 || [[File:Zf hidden cave pots.jpg|400px|Zf hidden cave pots]] ||style=&amp;quot;text-align:center&amp;quot;|can_use(Silver_Gauntlets) and can_blast_or_smash&lt;br /&gt;
|-&lt;br /&gt;
|| ZF Near Jabu Pot 1&amp;lt;/br&amp;gt;ZF Near Jabu Pot 2&amp;lt;/br&amp;gt;ZF Near Jabu Pot 3&amp;lt;/br&amp;gt;ZF Near Jabu Pot 4 || [[File:Zf near jabu pots.jpg|400px|Zf near jabu pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Lon Lon Ranch ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Front Pot 1&amp;lt;/br&amp;gt;LLR Front Pot 2&amp;lt;/br&amp;gt;LLR Front Pot 3&amp;lt;/br&amp;gt;LLR Front Pot 4 || [[File:Llr front pots.jpg|400px|Llr front pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Rain Shed Pot 1&amp;lt;/br&amp;gt;LLR Rain Shed Pot 2&amp;lt;/br&amp;gt;LLR Rain Shed Pot 3 || [[File:Llr rain shed pots.jpg|400px|Llr rain shed pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Child Crate || [[File:Llr child crate.jpg|400px|Llr child crate]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Talons House Pot 1&amp;lt;/br&amp;gt;LLR Talons House Pot 2&amp;lt;/br&amp;gt;LLR Talons House Pot 3 || [[File:Llr talons pots.jpg|400px|Llr talons pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== HF Cow Grotto ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| HF Cow Grotto Pot 1&amp;lt;/br&amp;gt;HF Cow Grotto Pot 2 || [[File:Hf cow grotto pots.jpg|400px|Hf cow grotto pots]] ||style=&amp;quot;text-align:center&amp;quot;|has_fire_source&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== HC Storms Grotto ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| HC Storms Grotto Pot 1&amp;lt;/br&amp;gt;HC Storms Grotto Pot 2&amp;lt;/br&amp;gt;HC Storms Grotto Pot 3&amp;lt;/br&amp;gt;HC Storms Grotto Pot 4 || [[File:Hc storms grotto pots.jpg|400px|Hc storms grotto pots]] ||style=&amp;quot;text-align:center&amp;quot;|can_blast_or_smash&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Dodongos Cavern ==&lt;br /&gt;
[[File:dc pots.jpg|800px|dc pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Single Eye Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_blast_or_smash or Progressive_Strength_Upgrade) or (is_adult and (Hover_Boots or can_use(Longshot) or logic_dc_jump))&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Single Eye Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_blast_or_smash or Progressive_Strength_Upgrade) or (is_adult and (Hover_Boots or can_use(Longshot) or logic_dc_jump))&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Blade Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) or at(&#039;Dodongos Cavern Far Bridge&#039;, True)&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Blade Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) or at(&#039;Dodongos Cavern Far Bridge&#039;, True)&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Double Eye Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Double Eye Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Last Block Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Last Block Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Last Block Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Jabu Jabus Belly ==&lt;br /&gt;
[[File:jabu pots.jpg|800px|jabu pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Small Wooden Crate || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Basement Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Basement Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Above Big Octo Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) and can_child_attack&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Above Big Octo Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) and can_child_attack&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
[[File:forest temple pots.jpg|800px|forest temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Lower Stalfos Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Green Poe Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Green Poe Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Blue Poe Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Blue Poe Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Blue Poe Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Frozen Eye Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Forest_Temple, 5)&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Frozen Eye Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Forest_Temple, 5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
[[File:fire temple pots.jpg|800px|fire temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Near Boss Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_use(Hover_Boots) or can_use(Hookshot)) and (logic_fewer_tunic_requirements or can_use(Goron_Tunic))&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Near Boss Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_use(Hover_Boots) or can_use(Hookshot)) and (logic_fewer_tunic_requirements or can_use(Goron_Tunic))&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Big Lava Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Big Lava Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Big Lava Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
[[File:water temple pots.jpg|800px|water temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Main Room L2 Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Middle Water Level&#039;, &#039;True&#039;) or ((can_use(Iron_Boots) or (Progressive_Scale, 2)) and (can_use(Bow) or can_use(Hookshot))) or can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Main Room L2 Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Middle Water Level&#039;, &#039;True&#039;) or ((can_use(Iron_Boots) or (Progressive_Scale, 2)) and (can_use(Bow) or can_use(Hookshot))) or can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple L1 Torch Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Dive&#039;, &#039;True&#039;) and (can_use(Iron_Boots) and (can_use(Hookshot) or can_play(Zeldas_Lullaby)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple L1 Torch Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Dive&#039;, &#039;True&#039;) and (can_use(Iron_Boots) and (can_use(Hookshot) or can_play(Zeldas_Lullaby)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Near Compass Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_play(Zeldas_Lullaby) or can_use(Iron_Boots)) and can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Near Compass Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_play(Zeldas_Lullaby) or can_use(Iron_Boots)) and can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Near Compass Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_play(Zeldas_Lullaby) or can_use(Iron_Boots)) and can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Central Bow Target Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| Progressive_Strength_Upgrade and can_play(Zeldas_Lullaby) and ((Bow and (logic_water_central_bow or Hover_Boots or can_use(Longshot))) or (logic_water_central_bow and Child_Water_Temple and Slingshot and at(&#039;Water Temple Middle Water Level&#039;, True)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Central Bow Target Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| Progressive_Strength_Upgrade and can_play(Zeldas_Lullaby) and ((Bow and (logic_water_central_bow or Hover_Boots or can_use(Longshot))) or (logic_water_central_bow and Child_Water_Temple and Slingshot and at(&#039;Water Temple Middle Water Level&#039;, True)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple North Basement Block Puzzle Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple North Basement Block Puzzle Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple River Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_play(Song_of_Time)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Like Like Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Like Like Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
[[File:shadow temple pots.jpg|800px|shadow temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Near Dead Hand Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Left Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Left Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Left Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Front Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Front Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Map Chest Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Map Chest Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Flying Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Lower Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Lower Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Upper Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|logic_shadow_umbrella or Progressive_Strength_Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Upper Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|logic_shadow_umbrella or Progressive_Strength_Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Spike Walls Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Invisible Floormaster Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Invisible Floormaster Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Boat Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Near Boss Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Bow or can_use(Distant_Scarecrow) or (logic_shadow_statue and has_bombchus) or shadow_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Near Boss Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Bow or can_use(Distant_Scarecrow) or (logic_shadow_statue and has_bombchus) or shadow_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
[[File:spirit temple pots crates.jpg|800px|spirit temple pots crates]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Child Bridge Flying Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (Boomerang or Slingshot or (has_bombchus and logic_spirit_child_bombchu)) and (Sticks or has_explosives or ((Nuts or Boomerang) and (Kokiri_Sword or Slingshot)))&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Child Anubis Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (Boomerang or Slingshot or (has_bombchus and logic_spirit_child_bombchu)) and (Sticks or has_explosives or ((Nuts or Boomerang) and (Kokiri_Sword or Slingshot)))&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Before Child Climb Small Wooden Crate 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Before Child Climb Small Wooden Crate 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Child Climb Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(spirit_temple_shortcuts and is_adult) or (((Small_Key_Spirit_Temple, 3) or ((Small_Key_Spirit_Temple, 2) and bombchus_in_logic and not entrance_shuffle)) and is_adult) or ((Small_Key_Spirit_Temple, 5) and is_child)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Hall After Sun Block Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(((Small_Key_Spirit_Temple, 3) and is_adult) or (is_adult and spirit_temple_shortcuts)) or (has_explosives or (Small_Key_Spirit_Temple, 3) or ((Small_Key_Spirit_Temple, 2) and bombchus_in_logic and not entrance_shuffle)) or ((Small_Key_Spirit_Temple, 5) and has_explosives)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Hall After Sun Block Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(((Small_Key_Spirit_Temple, 3) and is_adult) or (is_adult and spirit_temple_shortcuts)) or (has_explosives or (Small_Key_Spirit_Temple, 3) or ((Small_Key_Spirit_Temple, 2) and bombchus_in_logic and not entrance_shuffle)) or ((Small_Key_Spirit_Temple, 5) and has_explosives)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Adult Climb Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((Small_Key_Spirit_Temple, 3) and can_use(Silver_Gauntlets)) or (can_use(Hookshot) and spirit_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Adult Climb Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((Small_Key_Spirit_Temple, 3) and can_use(Silver_Gauntlets)) or (can_use(Hookshot) and spirit_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Central Chamber Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Central Chamber Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Beamos Hall Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ganons Castle ==&lt;br /&gt;
[[File:ganons castle pots.jpg|800px|ganons castle pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Forest Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Dins_Fire)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Forest Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Dins_Fire)&lt;br /&gt;
|-|| Ganons Castle Fire Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Goron_Tunic) and can_use(Golden_Gauntlets) and can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Fire Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Goron_Tunic) and can_use(Golden_Gauntlets) and can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Water Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and Megaton_Hammer&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Water Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and Megaton_Hammer&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Like-Like Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Like-Like Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Megaton_Hammer) and ((Fire_Arrows and (logic_lens_castle or can_use(Lens_of_Truth))) or (can_use(Longshot) and (Hover_Boots or (Dins_Fire and (logic_lens_castle or can_use(Lens_of_Truth))))))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Megaton_Hammer) and ((Fire_Arrows and (logic_lens_castle or can_use(Lens_of_Truth))) or (can_use(Longshot) and (Hover_Boots or (Dins_Fire and (logic_lens_castle or can_use(Lens_of_Truth))))))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Spirit Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Mirror_Shield) and has_bombchus and (logic_spirit_trial_hookshot or Progressive_Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Spirit Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Mirror_Shield) and has_bombchus and (logic_spirit_trial_hookshot or Progressive_Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Light Trial Boulder Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Ganons_Castle, 2)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Light Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Ganons_Castle, 2) and Progressive_Hookshot and (logic_lens_castle or can_use(Lens_of_Truth))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Light Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Ganons_Castle, 2) and Progressive_Hookshot and (logic_lens_castle or can_use(Lens_of_Truth))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Tower Pot 1&amp;lt;/br&amp;gt;Ganons Tower Pot 2&amp;lt;/br&amp;gt;Ganons Tower Pot 3&amp;lt;/br&amp;gt;Ganons Tower Pot 4&amp;lt;/br&amp;gt;Ganons Tower Pot 5&amp;lt;/br&amp;gt;Ganons Tower Pot 6&amp;lt;/br&amp;gt;Ganons Tower Pot 7&amp;lt;/br&amp;gt;Ganons Tower Pot 8&amp;lt;/br&amp;gt;Ganons Tower Pot 9&amp;lt;/br&amp;gt;Ganons Tower Pot 10&amp;lt;/br&amp;gt;Ganons Tower Pot 11&amp;lt;/br&amp;gt;Ganons Tower Pot 12&amp;lt;/br&amp;gt;Ganons Tower Pot 13&amp;lt;/br&amp;gt;Ganons Tower Pot 14 || [[File:Ganons tower pots.jpg|400px|Ganons tower pots]] ||style=&amp;quot;text-align:center&amp;quot;|Boss_Key_Ganons_Castle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
[[File:botw pots.jpg|800px|botw pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 7 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 8 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 9 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 10 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 11 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 12 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Left Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Left Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Left Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Near Entrance Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Near Entrance Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Fire Keese Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Bottom_of_the_Well, 3) and (logic_lens_botw or can_use(Lens_of_Truth))&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Underwater Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_play(Zeldas_Lullaby) or can_use(Slingshot) or can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well West Inner Room Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(logic_lens_botw or can_use(Lens_of_Truth)) and (Small_Key_Bottom_of_the_Well, 3)&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well West Inner Room Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(logic_lens_botw or can_use(Lens_of_Truth)) and (Small_Key_Bottom_of_the_Well, 3)&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well West Inner Room Flying Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(logic_lens_botw or can_use(Lens_of_Truth)) and (Small_Key_Bottom_of_the_Well, 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
[[File:ice cavern pots.jpg|800px|ice cavern pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Hall Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Hall Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Flying Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Near End Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and (is_adult or (can_child_attack))&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Near End Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and (is_adult or (can_child_attack))&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Frozen Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult and Blue_Fire&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Total Count: 341&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations&amp;diff=3066</id>
		<title>Pot and Crate Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations&amp;diff=3066"/>
		<updated>2023-01-15T16:57:14Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Know it all house image pointing to wrong jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KF Links House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| KF Links House Pot || [[File:Kf links house pot.jpg|400px|Kf links house pot]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== KF House of Twins ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| KF Twins House Pot 1&amp;lt;/br&amp;gt;KF Twins House Pot 2 || [[File:Kf twins pots.jpg|400px|Kf twins pots]]||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== KF Know It All House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| KF Know-it-all Brothers House Pot 1&amp;lt;/br&amp;gt; || [[File:Kf know it all pots.jpg|400px|Kf know it all house pot]]||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Gerudo Valley ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| GV Crate Near Cow || [[File:Gv crate near cow.jpg|400px|Gv crate near cow]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| GV Freestanding PoH Crate Rupee || [[File:Gv freestanding poh crate.jpg|400px|Gv freestanding poh crate]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gerudo Fortress ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| GF Adult Crate Purple Rupee&amp;lt;/br&amp;gt;Hideout Break Room Pot 1&amp;lt;/br&amp;gt;Hideout Break Room Pot 2&amp;lt;/br&amp;gt;Hideout Break Room Crate 1&amp;lt;/br&amp;gt;Hideout Break Room Crate 2&amp;lt;/br&amp;gt;Hideout Break Room Crate 3&amp;lt;/br&amp;gt;Hideout Break Room Crate 4&amp;lt;/br&amp;gt; Hideout 1 Torch Jail Pot 1&amp;lt;/br&amp;gt; Hideout 1 Torch Jail Pot 2&amp;lt;/br&amp;gt; Hideout 1 Torch Jail Pot 3&amp;lt;/br&amp;gt;Hideout 1 Torch Crate&amp;lt;/br&amp;gt;Hideout Kitchen Pot 1&amp;lt;/br&amp;gt;Hideout Kitchen Pot 2&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 1&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 2&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 3&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 4&amp;lt;/br&amp;gt;Hideout Near Kitchen Crate 5&amp;lt;/br&amp;gt;Hideout 4 Torch Jail Pot 1&amp;lt;/br&amp;gt;Hideout 4 Torch Jail Pot 2&amp;lt;/br&amp;gt;Hideout 3 Torch Crate&amp;lt;/br&amp;gt;Hideout 2 Torch Jail Pot 1&amp;lt;/br&amp;gt;Hideout 2 Torch Jail Pot 2&amp;lt;/br&amp;gt;Hideout 2 Torch Jail Pot 3&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 1&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 2&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 3&amp;lt;/br&amp;gt;Hideout 2 Torch Jail In Cell Pot 4&amp;lt;/br&amp;gt;Hideout 2 Torch Crate 1&amp;lt;/br&amp;gt;Hideout 2 Torch Crate 2 || [[File:Gf pots crates.jpg|400px|Gf pots crates]] ||style=&amp;quot;text-align:center&amp;quot;|can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Wasteland Near Fortress ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Crate Before Quicksand || [[File:Wasteland crates near fortress.jpg|400px|Wasteland crates near fortress]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Haunted Wasteland ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Near GS Pot 1&amp;lt;/br&amp;gt;Wasteland Near GS Pot 2&amp;lt;/br&amp;gt; || [[File:Wasteland pots.jpg|400px|Wasteland pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Crate After Quicksand 1&amp;lt;/br&amp;gt;Wasteland Crate After Quicksand 2&amp;lt;/br&amp;gt;Wasteland Crate After Quicksand 3 || [[File:Wasteland crates near fortress.jpg|400px|Wasteland crates near fortress]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Wasteland Crate Near Colossus || [[File:Wasteland crate near colossus.jpg|400px|Wasteland crate near colossus]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Market ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Market Night Crate Red Rupee&amp;lt;/br&amp;gt;Market Night Crate Green Rupee 1&amp;lt;/br&amp;gt;Market Night Crate Green Rupee 2&amp;lt;/br&amp;gt;Market Night Crate Green Rupee 3 || [[File:Market night crates 1 2.jpg|400px|Market night crates 1 2]] [[File:Market night crates 3 4.jpg|400px|Market night crates 3 4]] ||style=&amp;quot;text-align:center&amp;quot;|is_child and at_night&lt;br /&gt;
|-&lt;br /&gt;
|| Market Richards House Crate Rupee 1 || [[File:Market richards house crate.jpg|400px|Market richards house crate]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Market Guard House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Market Guard House Crate Rupee || [[File:Market guard house crate.jpg|400px|Market guard house crate]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Market Guard House Child Pot 1 - 44 || [[File:Market guard house pots.jpg|400px|Market guard house pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child. &lt;br /&gt;
The pots on top of the walls can be reached by jumping from the crate with the Skulltula. From the first wall, you can reach the second wall by jumping from the sloped part of the first wall.&lt;br /&gt;
|-&lt;br /&gt;
|| Market Guard House Adult Pot 1&amp;lt;/br&amp;gt;Market Guard House Adult Pot 2&amp;lt;/br&amp;gt;Market Guard House Adult Pot 3&amp;lt;/br&amp;gt;Market Guard House Adult Pot 4&amp;lt;/br&amp;gt;Market Guard House Adult Pot 5&amp;lt;/br&amp;gt;Market Guard House Adult Pot 6&amp;lt;/br&amp;gt;Market Guard House Adult Pot 7 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Market Man in Green House ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Market Back Alley House Pot 1&amp;lt;/br&amp;gt;Market Back Alley House Pot 2&amp;lt;/br&amp;gt;Market Back Alley House Pot 3 || [[File:Market man in green pots.jpg|400px|Market man in green pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child and at_night&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Kakariko Village ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Potion Shop Pot 1&amp;lt;/br&amp;gt;Kak Near Potion Shop Pot 2&amp;lt;/br&amp;gt;Kak Near Potion Shop Pot 3 || [[File:Kak potion shop pots.jpg|400px|Kak potion shop pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Impas House Pot 1&amp;lt;/br&amp;gt;Kak Near Impas House Pot 2&amp;lt;/br&amp;gt;Kak Near Impas House Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Guards House Pot 1&amp;lt;/br&amp;gt;Kak Near Guards House Pot 2&amp;lt;/br&amp;gt;Kak Near Guards House Pot 3 || [[File:Kak guards house pots.jpg|400px|Kak guards house pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Near Odd Medicine Building Pot 1&amp;lt;/br&amp;gt;Kak Near Odd Medicine Building Pot 2 || [[File:Kak odd medicine pots.jpg|400px|Kak odd medicine pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Adult Crate Red Rupee || [[File:Kak adult red rupee crate night.jpg|400px|Kak adult red rupee crate night]] [[File:Kak adult red rupee crate day.jpg|400px|Kak adult red rupee crate day]] ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Kak Adult Crate Arrows || [[File:Kak adult arrow crate day.jpg|400px|Kak adult arrow crate day]] [[File:Kak adult arrow crate night.jpg|400px|Kak adult arrow crate night]] ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Graveyard Dampes Grave ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Grave Dampe Pot 1&amp;lt;/br&amp;gt;Grave Dampe Pot 2&amp;lt;/br&amp;gt;Grave Dampe Pot 3&amp;lt;/br&amp;gt;Grave Dampe Pot 4&amp;lt;/br&amp;gt;Grave Dampe Pot 5&amp;lt;/br&amp;gt;Grave Dampe Pot 6 || [[File:Graveyard dampe pots 1.jpg|400px|Graveyard dampe pots 1]] [[File:Graveyard dampe pots 2.jpg|400px|Graveyard dampe pots 2]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Goron City ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| GC Lower Staircase Pot 1&amp;lt;/br&amp;gt;GC Lower Staircase Pot 2 || [[File:Gc lower staircase pots.jpg|400px|Gc lower staircase pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| GC Upper Staircase Pot 1&amp;lt;/br&amp;gt;GC Upper Staircase Pot 2&amp;lt;/br&amp;gt;GC Upper Staircase Pot 3 || [[File:Gc upper staircase pots.jpg|400px|Gc upper staircase pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| GC Medigoron Pot || [[File:Gc medigoron pot.jpg|400px|Gc medigoron pot]] ||style=&amp;quot;text-align:center&amp;quot;|can_blast_or_smash or Progressive_Strength_Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|| GC Boulder Maze Crate || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_blast_or_smash or can_use(Silver_Gauntlets))&lt;br /&gt;
|-&lt;br /&gt;
|| GC Darunia Pot 1&amp;lt;/br&amp;gt;GC Darunia Pot 2&amp;lt;/br&amp;gt;GC Darunia Pot 3 || [[File:Gc darunia pots.jpg|400px|Gc darunia pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Death Mountain Crater ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| DMC Near GC Pot 1&amp;lt;/br&amp;gt;DMC Near GC Pot 2&amp;lt;/br&amp;gt;DMC Near GC Pot 3&amp;lt;/br&amp;gt;DMC Near GC Pot 4 || [[File:Dmc pots.jpg|400px|Dmc pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_adult&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Zoras Domain ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ZD Pot 1&amp;lt;/br&amp;gt;ZD Pot 2&amp;lt;/br&amp;gt;ZD Pot 3&amp;lt;/br&amp;gt;ZD Pot 4&amp;lt;/br&amp;gt;ZD Pot 5 || [[File:Zd pots.jpg|400px|Zd pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Zoras Fountain ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ZF Hidden Cave Pot 1&amp;lt;/br&amp;gt;ZF Hidden Cave Pot 2&amp;lt;/br&amp;gt;ZF Hidden Cave Pot 3 || [[File:Zf hidden cave pots.jpg|400px|Zf hidden cave pots]] ||style=&amp;quot;text-align:center&amp;quot;|can_use(Silver_Gauntlets) and can_blast_or_smash&lt;br /&gt;
|-&lt;br /&gt;
|| ZF Near Jabu Pot 1&amp;lt;/br&amp;gt;ZF Near Jabu Pot 2&amp;lt;/br&amp;gt;ZF Near Jabu Pot 3&amp;lt;/br&amp;gt;ZF Near Jabu Pot 4 || [[File:Zf near jabu pots.jpg|400px|Zf near jabu pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Lon Lon Ranch ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Front Pot 1&amp;lt;/br&amp;gt;LLR Front Pot 2&amp;lt;/br&amp;gt;LLR Front Pot 3&amp;lt;/br&amp;gt;LLR Front Pot 4 || [[File:Llr front pots.jpg|400px|Llr front pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Rain Shed Pot 1&amp;lt;/br&amp;gt;LLR Rain Shed Pot 2&amp;lt;/br&amp;gt;LLR Rain Shed Pot 3 || [[File:Llr rain shed pots.jpg|400px|Llr rain shed pots]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Child Crate || [[File:Llr child crate.jpg|400px|Llr child crate]] ||style=&amp;quot;text-align:center&amp;quot;|is_child&lt;br /&gt;
|-&lt;br /&gt;
|| LLR Talons House Pot 1&amp;lt;/br&amp;gt;LLR Talons House Pot 2&amp;lt;/br&amp;gt;LLR Talons House Pot 3 || [[File:Llr talons pots.jpg|400px|Llr talons pots]] ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== HF Cow Grotto ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| HF Cow Grotto Pot 1&amp;lt;/br&amp;gt;HF Cow Grotto Pot 2 || [[File:Hf cow grotto pots.jpg|400px|Hf cow grotto pots]] ||style=&amp;quot;text-align:center&amp;quot;|has_fire_source&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== HC Storms Grotto ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| HC Storms Grotto Pot 1&amp;lt;/br&amp;gt;HC Storms Grotto Pot 2&amp;lt;/br&amp;gt;HC Storms Grotto Pot 3&amp;lt;/br&amp;gt;HC Storms Grotto Pot 4 || [[File:Hc storms grotto pots.jpg|400px|Hc storms grotto pots]] ||style=&amp;quot;text-align:center&amp;quot;|can_blast_or_smash&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Dodongos Cavern ==&lt;br /&gt;
[[File:dc pots.jpg|800px|dc pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Lower Lizalfos Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Right Side Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|here(can_blast_or_smash or Progressive_Strength_Upgrade) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Torch Room Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((here(can_blast_or_smash) or Progressive_Strength_Upgrade) and can_child_attack) or is_adult&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Staircase Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Single Eye Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_blast_or_smash or Progressive_Strength_Upgrade) or (is_adult and (Hover_Boots or can_use(Longshot) or logic_dc_jump))&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Single Eye Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_blast_or_smash or Progressive_Strength_Upgrade) or (is_adult and (Hover_Boots or can_use(Longshot) or logic_dc_jump))&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Blade Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) or at(&#039;Dodongos Cavern Far Bridge&#039;, True)&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Blade Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) or at(&#039;Dodongos Cavern Far Bridge&#039;, True)&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Double Eye Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Double Eye Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Last Block Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Last Block Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Dodongos Cavern Last Block Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Jabu Jabus Belly ==&lt;br /&gt;
[[File:jabu pots.jpg|800px|jabu pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Small Wooden Crate || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly 2 Octoroks Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Basement Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Basement Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Above Big Octo Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) and can_child_attack&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Above Big Octo Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang) and can_child_attack&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Jabu Jabus Belly Barinade Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
[[File:forest temple pots.jpg|800px|forest temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Center Room Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Lower Stalfos Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Green Poe Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Green Poe Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Upper Stalfos Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Blue Poe Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Blue Poe Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Blue Poe Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Frozen Eye Switch Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Forest_Temple, 5)&lt;br /&gt;
|-&lt;br /&gt;
|| Forest Temple Frozen Eye Switch Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Forest_Temple, 5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
[[File:fire temple pots.jpg|800px|fire temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Near Boss Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_use(Hover_Boots) or can_use(Hookshot)) and (logic_fewer_tunic_requirements or can_use(Goron_Tunic))&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Near Boss Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_use(Hover_Boots) or can_use(Hookshot)) and (logic_fewer_tunic_requirements or can_use(Goron_Tunic))&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Big Lava Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Big Lava Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Big Lava Room Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Left Side Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Fire_Temple, 7)&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Fire Temple Flame Maze Right Side Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
[[File:water temple pots.jpg|800px|water temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Main Room L2 Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Middle Water Level&#039;, &#039;True&#039;) or ((can_use(Iron_Boots) or (Progressive_Scale, 2)) and (can_use(Bow) or can_use(Hookshot))) or can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Main Room L2 Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Middle Water Level&#039;, &#039;True&#039;) or ((can_use(Iron_Boots) or (Progressive_Scale, 2)) and (can_use(Bow) or can_use(Hookshot))) or can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple L1 Torch Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Dive&#039;, &#039;True&#039;) and (can_use(Iron_Boots) and (can_use(Hookshot) or can_play(Zeldas_Lullaby)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple L1 Torch Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|at(&#039;Water Temple Dive&#039;, &#039;True&#039;) and (can_use(Iron_Boots) and (can_use(Hookshot) or can_play(Zeldas_Lullaby)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Near Compass Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_play(Zeldas_Lullaby) or can_use(Iron_Boots)) and can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Near Compass Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_play(Zeldas_Lullaby) or can_use(Iron_Boots)) and can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Near Compass Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(can_play(Zeldas_Lullaby) or can_use(Iron_Boots)) and can_use(Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Central Bow Target Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| Progressive_Strength_Upgrade and can_play(Zeldas_Lullaby) and ((Bow and (logic_water_central_bow or Hover_Boots or can_use(Longshot))) or (logic_water_central_bow and Child_Water_Temple and Slingshot and at(&#039;Water Temple Middle Water Level&#039;, True)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Central Bow Target Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| Progressive_Strength_Upgrade and can_play(Zeldas_Lullaby) and ((Bow and (logic_water_central_bow or Hover_Boots or can_use(Longshot))) or (logic_water_central_bow and Child_Water_Temple and Slingshot and at(&#039;Water Temple Middle Water Level&#039;, True)))&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Behind Gate Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple North Basement Block Puzzle Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple North Basement Block Puzzle Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple River Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_play(Song_of_Time)&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Like Like Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Water Temple Like Like Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
[[File:shadow temple pots.jpg|800px|shadow temple pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Near Dead Hand Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Left Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Left Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Left Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Front Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Front Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Map Chest Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Map Chest Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Whispering Walls Flying Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Lower Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Lower Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Upper Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|logic_shadow_umbrella or Progressive_Strength_Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Falling Spikes Upper Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|logic_shadow_umbrella or Progressive_Strength_Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Wind Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Spike Walls Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Invisible Floormaster Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Invisible Floormaster Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple After Boat Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Near Boss Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Bow or can_use(Distant_Scarecrow) or (logic_shadow_statue and has_bombchus) or shadow_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|| Shadow Temple Near Boss Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Bow or can_use(Distant_Scarecrow) or (logic_shadow_statue and has_bombchus) or shadow_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
[[File:spirit temple pots crates.jpg|800px|spirit temple pots crates]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Lobby Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Child Bridge Flying Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (Boomerang or Slingshot or (has_bombchus and logic_spirit_child_bombchu)) and (Sticks or has_explosives or ((Nuts or Boomerang) and (Kokiri_Sword or Slingshot)))&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Child Anubis Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;| (Boomerang or Slingshot or (has_bombchus and logic_spirit_child_bombchu)) and (Sticks or has_explosives or ((Nuts or Boomerang) and (Kokiri_Sword or Slingshot)))&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Before Child Climb Small Wooden Crate 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Before Child Climb Small Wooden Crate 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Child Climb Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(spirit_temple_shortcuts and is_adult) or (((Small_Key_Spirit_Temple, 3) or ((Small_Key_Spirit_Temple, 2) and bombchus_in_logic and not entrance_shuffle)) and is_adult) or ((Small_Key_Spirit_Temple, 5) and is_child)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Hall After Sun Block Room Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(((Small_Key_Spirit_Temple, 3) and is_adult) or (is_adult and spirit_temple_shortcuts)) or (has_explosives or (Small_Key_Spirit_Temple, 3) or ((Small_Key_Spirit_Temple, 2) and bombchus_in_logic and not entrance_shuffle)) or ((Small_Key_Spirit_Temple, 5) and has_explosives)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Hall After Sun Block Room Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(((Small_Key_Spirit_Temple, 3) and is_adult) or (is_adult and spirit_temple_shortcuts)) or (has_explosives or (Small_Key_Spirit_Temple, 3) or ((Small_Key_Spirit_Temple, 2) and bombchus_in_logic and not entrance_shuffle)) or ((Small_Key_Spirit_Temple, 5) and has_explosives)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Adult Climb Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((Small_Key_Spirit_Temple, 3) and can_use(Silver_Gauntlets)) or (can_use(Hookshot) and spirit_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Adult Climb Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|((Small_Key_Spirit_Temple, 3) and can_use(Silver_Gauntlets)) or (can_use(Hookshot) and spirit_temple_shortcuts)&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Central Chamber Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Central Chamber Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Beamos Hall Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Spirit Temple Big Mirror Flying Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ganons Castle ==&lt;br /&gt;
[[File:ganons castle pots.jpg|800px|ganons castle pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Forest Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Dins_Fire)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Forest Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Dins_Fire)&lt;br /&gt;
|-|| Ganons Castle Fire Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Goron_Tunic) and can_use(Golden_Gauntlets) and can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Fire Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Goron_Tunic) and can_use(Golden_Gauntlets) and can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Water Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and Megaton_Hammer&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Water Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and Megaton_Hammer&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Like-Like Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Like-Like Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Fire_Arrows) or can_use(Longshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Megaton_Hammer) and ((Fire_Arrows and (logic_lens_castle or can_use(Lens_of_Truth))) or (can_use(Longshot) and (Hover_Boots or (Dins_Fire and (logic_lens_castle or can_use(Lens_of_Truth))))))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Shadow Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Megaton_Hammer) and ((Fire_Arrows and (logic_lens_castle or can_use(Lens_of_Truth))) or (can_use(Longshot) and (Hover_Boots or (Dins_Fire and (logic_lens_castle or can_use(Lens_of_Truth))))))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Spirit Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Mirror_Shield) and has_bombchus and (logic_spirit_trial_hookshot or Progressive_Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Spirit Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_use(Mirror_Shield) and has_bombchus and (logic_spirit_trial_hookshot or Progressive_Hookshot)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Light Trial Boulder Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Ganons_Castle, 2)&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Light Trial Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Ganons_Castle, 2) and Progressive_Hookshot and (logic_lens_castle or can_use(Lens_of_Truth))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Castle Light Trial Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Ganons_Castle, 2) and Progressive_Hookshot and (logic_lens_castle or can_use(Lens_of_Truth))&lt;br /&gt;
|-&lt;br /&gt;
|| Ganons Tower Pot 1&amp;lt;/br&amp;gt;Ganons Tower Pot 2&amp;lt;/br&amp;gt;Ganons Tower Pot 3&amp;lt;/br&amp;gt;Ganons Tower Pot 4&amp;lt;/br&amp;gt;Ganons Tower Pot 5&amp;lt;/br&amp;gt;Ganons Tower Pot 6&amp;lt;/br&amp;gt;Ganons Tower Pot 7&amp;lt;/br&amp;gt;Ganons Tower Pot 8&amp;lt;/br&amp;gt;Ganons Tower Pot 9&amp;lt;/br&amp;gt;Ganons Tower Pot 10&amp;lt;/br&amp;gt;Ganons Tower Pot 11&amp;lt;/br&amp;gt;Ganons Tower Pot 12&amp;lt;/br&amp;gt;Ganons Tower Pot 13&amp;lt;/br&amp;gt;Ganons Tower Pot 14 || [[File:Ganons tower pots.jpg|400px|Ganons tower pots]] ||style=&amp;quot;text-align:center&amp;quot;|Boss_Key_Ganons_Castle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
[[File:botw pots.jpg|800px|botw pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 4 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 5 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 6 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 7 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 8 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 9 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 10 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 11 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Basement Pot 12 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Left Side Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Left Side Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Left Side Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Near Entrance Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Near Entrance Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|True&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Fire Keese Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(Small_Key_Bottom_of_the_Well, 3) and (logic_lens_botw or can_use(Lens_of_Truth))&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well Underwater Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|can_play(Zeldas_Lullaby) or can_use(Slingshot) or can_use(Boomerang)&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well West Inner Room Flying Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(logic_lens_botw or can_use(Lens_of_Truth)) and (Small_Key_Bottom_of_the_Well, 3)&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well West Inner Room Flying Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(logic_lens_botw or can_use(Lens_of_Truth)) and (Small_Key_Bottom_of_the_Well, 3)&lt;br /&gt;
|-&lt;br /&gt;
|| Bottom of the Well West Inner Room Flying Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|(logic_lens_botw or can_use(Lens_of_Truth)) and (Small_Key_Bottom_of_the_Well, 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
[[File:ice cavern pots.jpg|800px|ice cavern pots]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; width=100%&lt;br /&gt;
 !width=&amp;quot;40%&amp;quot;|Location!!width=&amp;quot;30%&amp;quot;|Image!!style=&amp;quot;text-align:center&amp;quot;|Logic Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Hall Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Hall Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Pot 3 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Spinning Blade Flying Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult or (is_child and can_child_attack)&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Near End Pot 1 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and (is_adult or (can_child_attack))&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Near End Pot 2 || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|Blue_Fire and (is_adult or (can_child_attack))&lt;br /&gt;
|-&lt;br /&gt;
|| Ice Cavern Frozen Pot || IMAGE_URL_HERE ||style=&amp;quot;text-align:center&amp;quot;|is_adult and Blue_Fire&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Total Count: 341&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3060</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3060"/>
		<updated>2022-12-05T00:26:18Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: 7.1 Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Type&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, and &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maps and Compasses Give Information&#039;&#039;&#039; - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot, Crate, &amp;amp; Beehive Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside. &#039;&#039;In version 7.0&#039;&#039;, this setting was called &#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, and those with gold skulltula tokens will have a spider web on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern). &#039;&#039;As of version 7.1&#039;&#039;, the item will be called blue fire arrows by hint and shop text as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - Select which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown in the item menu to indicate which direction displays which menu. Disabling this setting does not change the function of the game, the D-Pad directions will still display the menus in the game. Holding A will still display the old style of the reference menu as well, regardless of this setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [http://bombch.us/C5b9 this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Sound Effects&#039;&#039;&#039; - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. &#039;&#039;In version 7.0&#039;&#039;, this was under the General section.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the &#039;&#039;Ocarina Songs as Fanfares&#039;&#039; toggle.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable low health heart beeps altogether. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following sounds work similarly to Low Health SFX:&lt;br /&gt;
*&#039;&#039;&#039;Horse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
=== NPC ===&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
=== Link ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Select what Link sounds like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.seq&amp;lt;/code&amp;gt; extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; and the following three lines:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Title Theme&lt;br /&gt;
3&lt;br /&gt;
bgm&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fanfare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Time Reset&lt;br /&gt;
23&lt;br /&gt;
fanfare&amp;lt;/pre&amp;gt;&lt;br /&gt;
These lines correspond to the following mapping:&lt;br /&gt;
# Sequence title to display in cosmetics log&lt;br /&gt;
# [https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists AudioBank to use]&lt;br /&gt;
# Type&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3045</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3045"/>
		<updated>2022-11-25T18:50:30Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Fix fanfares section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Type&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, and &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maps and Compasses Give Information&#039;&#039;&#039; - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, and those with gold skulltula tokens will have a spider web on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - Select which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown in the item menu to indicate which direction displays which menu. Disabling this setting does not change the function of the game, the D-Pad directions will still display the menus in the game. Holding A will still display the old style of the reference menu as well, regardless of this setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [http://bombch.us/C5b9 this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the &#039;&#039;Ocarina Songs as Fanfares&#039;&#039; toggle.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable low health heart beeps altogether. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following sounds work similarly to Low Health SFX:&lt;br /&gt;
*&#039;&#039;&#039;Horse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
=== NPC ===&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
=== Link ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Select what Link sounds like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.seq&amp;lt;/code&amp;gt; extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; and the following three lines:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Title Theme&lt;br /&gt;
3&lt;br /&gt;
bgm&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fanfare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Time Reset&lt;br /&gt;
23&lt;br /&gt;
fanfare&amp;lt;/pre&amp;gt;&lt;br /&gt;
These lines correspond to the following mapping:&lt;br /&gt;
# Sequence title to display in cosmetics log&lt;br /&gt;
# [https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists AudioBank to use]&lt;br /&gt;
# Type&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3044</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3044"/>
		<updated>2022-11-25T18:07:28Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: small formatting typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Type&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, and &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maps and Compasses Give Information&#039;&#039;&#039; - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, and those with gold skulltula tokens will have a spider web on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - Select which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown in the item menu to indicate which direction displays which menu. Disabling this setting does not change the function of the game, the D-Pad directions will still display the menus in the game. Holding A will still display the old style of the reference menu as well, regardless of this setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [http://bombch.us/C5b9 this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable low health heart beeps altogether. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following sounds work similarly to Low Health SFX:&lt;br /&gt;
*&#039;&#039;&#039;Horse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
=== NPC ===&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
=== Link ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Select what Link sounds like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.seq&amp;lt;/code&amp;gt; extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; and the following three lines:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Title Theme&lt;br /&gt;
3&lt;br /&gt;
bgm&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fanfare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Time Reset&lt;br /&gt;
23&lt;br /&gt;
fanfare&amp;lt;/pre&amp;gt;&lt;br /&gt;
These lines correspond to the following mapping:&lt;br /&gt;
# Sequence title to display in cosmetics log&lt;br /&gt;
# [https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists AudioBank to use]&lt;br /&gt;
# Type&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares.&lt;br /&gt;
&lt;br /&gt;
Rendered obsolete by the fix to HBA ending on time regardless of fanfare.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3043</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3043"/>
		<updated>2022-11-25T18:06:10Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: 7.0 Update: The rest of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Type&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;In version 7.0&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, and &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;. &#039;&#039;Prior to v7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as &#039;&#039;&#039;Gerudo Fortress Keys&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Key Rings&#039;&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maps and Compasses Give Information&#039;&#039;&#039; - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via check boxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;&#039;Enable Useful Cutscenes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available &#039;&#039;in versions 3.0 through 6.2&#039;&#039; under the name &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;&#039; - This setting changes pot and crate textures based on the item inside.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Match Content)&#039;&#039;&#039; - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, and those with gold skulltula tokens will have a spider web on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture.&lt;br /&gt;
* &#039;&#039;&#039;Texture (Unchecked)&#039;&#039;&#039; - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chaos!!!&#039;&#039;&#039; - Any hint type may appear in the game. Each hint will have only one copy.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League S3&#039;&#039;&#039; - The hints used by the OoTR League season 3. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 3&#039;&#039;&#039; - The hints used for the Season 3 Multi-world Tournament races. &#039;&#039;In previous versions, this setting matched the current season.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
* &#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 6 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
* &#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Very Strong with Magic&#039;&#039;&#039; - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the &amp;quot;All Goals&amp;quot; option under &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Weekly&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Misc. Hints&#039;&#039;&#039; - Select which hints not found on Gossip Stones are enabled.&lt;br /&gt;
* &#039;&#039;&#039;Temple of Time Altar&#039;&#039;&#039; - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon&#039;s boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when &#039;&#039;Maps and Compasses Give Information&#039;&#039; is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Dampé&#039;s Diary (Hookshot)&#039;&#039;&#039; - Reading the diary in the gravekeeper&#039;s hut as adult will hint an area containing one of the hookshots.&lt;br /&gt;
* &#039;&#039;&#039;Ganondorf (Light Arrows)&#039;&#039;&#039; - When talking to Ganondorf he will state an area that contains Light Arrows.&lt;br /&gt;
* &#039;&#039;&#039;Warp Songs&#039;&#039;&#039; - Changes the text of the warp songs&#039; Yes/No text box to state where it will actually take Link when &#039;&#039;Randomize warp Song Destinations&#039;&#039; is enabled.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;House of Skulltula: X&#039;&#039;&#039; - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
* &#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled except Important Text&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bonks Do Damage&#039;&#039;&#039; - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the &#039;&#039;Damage Multiplier&#039;&#039; setting.&lt;br /&gt;
* &#039;&#039;&#039;No Damage&#039;&#039;&#039; - Link will not be hurt by rolling into anything.&lt;br /&gt;
* &#039;&#039;&#039;Quarter Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one quarter of a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Half Heart&#039;&#039;&#039; - Rolling into walls and objects will deal half a heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Whole Heart&#039;&#039;&#039; - Rolling into walls and objects will deal one heart of damage.&lt;br /&gt;
* &#039;&#039;&#039;Two Hearts&#039;&#039;&#039; - Rolling into walls and objects will deal two hearts of damage.&lt;br /&gt;
* &#039;&#039;&#039;One Bonk KO&#039;&#039;&#039; - Rolling into walls and objects will instantly kill Link. If &#039;&#039;Shuffle Crates&#039;&#039; is enabled and glitchless logic used, crates will expect access to explosives, Nayru&#039;s Love, or a bottle to hold a fairy in order to break the crates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Blue Fire Arrows&#039;&#039;&#039; - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo&#039;s Cavern).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fix Broken Drops&#039;&#039;&#039; - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ludicrous&#039;&#039;&#039; - Every randomized item will be a major item. As a result, this setting is incompatible with &#039;&#039;One Major Item per Dungeon&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Major items will have one more copy added to the item pool to make it easier to find them.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
* &#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
* &#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
* &#039;&#039;&#039;No Ice Traps&#039;&#039;&#039; - All ice traps are removed. &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Off&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Normal Ice Traps&#039;&#039;&#039; - Only ice traps from base pool are placed.  &#039;&#039;In versions 4.0 through 6.2&#039;&#039;&#039;, this setting was called &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool.&lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All added junk items will be ice traps. &lt;br /&gt;
* &#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence Items&#039;&#039;&#039; - Select which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change graphical elements of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad Dungeon Info&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown in the item menu to indicate which direction displays which menu. Disabling this setting does not change the function of the game, the D-Pad directions will still display the menus in the game. Holding A will still display the old style of the reference menu as well, regardless of this setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [http://bombch.us/C5b9 this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of &#039;&#039;&#039;Equipment Colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Player Models ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Replace Link&#039;s model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Link Model&#039;&#039;&#039; - Replace the adult player model and items via a custom .zobj file.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Child Link Model&#039;&#039;&#039; - Replace the child player model and items via a custom .zobj file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Disable Battle Music&#039;&#039;&#039; - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable low health heart beeps altogether. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following sounds work similarly to Low Health SFX:&lt;br /&gt;
*&#039;&#039;&#039;Horse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
=== NPC ===&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
=== Link ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Select what Link sounds like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adult Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child Voice&#039;&#039;&#039; - Choose from the default voice, a feminine voice, no sounds, or a random choice.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.seq&amp;lt;/code&amp;gt; extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; and the following three lines:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Title Theme&lt;br /&gt;
3&lt;br /&gt;
bgm&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fanfare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Time Reset&lt;br /&gt;
23&lt;br /&gt;
fanfare&amp;lt;/pre&amp;gt;&lt;br /&gt;
These lines correspond to the following mapping:&lt;br /&gt;
# Sequence title to display in cosmetics log&lt;br /&gt;
# [https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists AudioBank to use]&lt;br /&gt;
# Type&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
=== Custom Voices ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
Replaced by Adult Trade Sequence Items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares.&lt;br /&gt;
&lt;br /&gt;
Rendered obsolete by the fix to HBA ending on time regardless of fanfare.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3041</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Readme&amp;diff=3041"/>
		<updated>2022-11-25T06:48:22Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: 7.0 Update: Updated up to CTMC, but I need sleep... I&amp;#039;ll finish this tomorrow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!&lt;br /&gt;
&lt;br /&gt;
Release Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.&lt;br /&gt;
&lt;br /&gt;
The randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.&lt;br /&gt;
&lt;br /&gt;
Each major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the &amp;quot;A&amp;quot; button on the C-Item Menu.&lt;br /&gt;
&lt;br /&gt;
As a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl&#039;s interjections; to that person, I&#039;m sorry I guess?&lt;br /&gt;
&lt;br /&gt;
== Getting Stuck ==&lt;br /&gt;
&lt;br /&gt;
With a game the size of Ocarina of Time, it&#039;s quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a few known issues exist. These will hopefully be addressed in future versions.&lt;br /&gt;
&lt;br /&gt;
*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State &amp;amp; then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). &lt;br /&gt;
*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC&#039;s that give you an Item. &lt;br /&gt;
*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don&#039;t do that. &lt;br /&gt;
*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like &amp;quot;empty bomb&amp;quot; can be disadvantageous to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes] (WIP).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Generation Options ==&lt;br /&gt;
These are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Settings String&#039;&#039;&#039; - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the “Import Settings String” button can be pressed to automatically change all settings to match another player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Seed&#039;&#039;&#039; - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Patch File&#039;&#039;&#039; - Patch files are used to send the patched data to other people without sending the ROM file. &#039;&#039;On the website&#039;&#039; v3.0 had it&#039;s own format for patch files. Those files are not valid for this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0 web, v4.0 local)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Override Original Cosmetics&#039;&#039;&#039; - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. &#039;&#039;On the website&#039;&#039; this was previously called &#039;&#039;&#039;Enable Custom Settings&#039;&#039;&#039; in v3.0, &#039;&#039;&#039;Override Cosmetics&#039;&#039;&#039; in v4.0, and &#039;&#039;&#039;Update Cosmetics&#039;&#039;&#039; in v5.0. &#039;&#039;On local version&#039;&#039; v4.0 it became the forced default option.&lt;br /&gt;
&lt;br /&gt;
== ROM Options ==&lt;br /&gt;
This is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this tab was named &#039;&#039;&#039;Randomize&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Base Rom&#039;&#039;&#039; - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. &#039;&#039;On the website&#039;&#039; this is found on the seed patching page after generating a seed, or when using a patch file with the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Directory&#039;&#039;&#039; - Specify where the output ROM will be saved on your device. &#039;&#039;On the website&#039;&#039; the new randomizer ROM is presented as a file download. Your browser settings dictate this file&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Plandomizer File file input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; settings and item locations. For more information, see [[Plandomizer|Plandomizer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plandomizer File&#039;&#039;&#039; - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Cosmetic Plandomizer (Advanced)&#039;&#039;&#039; - Activates the Cosmetic Plandomizer File input box, and uses the file there to set &amp;quot;pre-planned&amp;quot; cosmetics and sound effects. Note this option will be greyed out if No Output is selected. &#039;&#039;On the website&#039;&#039; this is also found on the seed patching page after generating a seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cosmetic Plandomizer File&#039;&#039;&#039; - Specify the JSON distribution file to use as a cosmetic plandomizer file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Generation Count&#039;&#039;&#039; - Specify how many ROMs in sequence to generate. &#039;&#039;In versions prior to 3.0&#039;&#039; it is referred to as simply &#039;&#039;&#039;Count&#039;&#039;&#039;. &#039;&#039;On the website&#039;&#039; this is set to 1 and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Spoiler Log&#039;&#039;&#039; - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Create Cosmetics Log&#039;&#039;&#039; - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. &#039;&#039;On the website&#039;&#039; this is always generated and available on the seed patcher page after generating the seed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Output Type&#039;&#039;&#039; - Indicate the format of the output ROM. &#039;&#039;On the website&#039;&#039; only the compressed option is available.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.zpf (Patch File)&#039;&#039;&#039; - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 4.0 through 6.2&#039;&#039;, this option was called &#039;&#039;&#039;Patch Files&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;.z64 (N64/Emulator)&#039;&#039;&#039; - Generally recommended for most users.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions 1.0 and 2.0&#039;&#039;, this was a checkbox named &#039;&#039;&#039;Compress patched ROM&#039;&#039;&#039;.&#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this was called &#039;&#039;&#039;Compressed&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;.wad (Wii VC)&#039;&#039;&#039; - Creates the game file used by Wii VC and the Dolphin emulator.&lt;br /&gt;
* &#039;&#039;&#039;Uncompressed ROM (Development)&#039;&#039;&#039; -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version prior to 7.0&#039;&#039;, this was called &#039;&#039;&#039;Uncompressed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Output Directory&#039;&#039;&#039; - Opens the directory set as the Output Directory with the computer&#039;s file manager. If not set, it opens the Randomizer&#039;s default Output directory. If the default directory does not yet exist, it is created. &#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this button was not present. It was restored in v5.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open App Directory&#039;&#039;&#039; - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.&lt;br /&gt;
&lt;br /&gt;
=== Multi-World Generation ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Count&#039;&#039;&#039; - Specify how many players will be participating in this co-op playthrough. &#039;&#039;On the website&#039;&#039; this is limited to a maximum of 4.&lt;br /&gt;
* &#039;&#039;&#039;Player ID&#039;&#039;&#039; - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. &#039;&#039;On the website&#039;&#039;, this is selected after generation on the seed patch page, or when using a patch file using the &amp;quot;Generate From File&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Settings Presets ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; Adjusts all settings to those previously defined within the chosen Preset.&lt;br /&gt;
* &#039;&#039;&#039;Load&#039;&#039;&#039; - Overwrites all settings that affect the seed.&lt;br /&gt;
* &#039;&#039;&#039;Save&#039;&#039;&#039; - Saves all current settings that affect the seed as a new custom preset.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039; - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.&lt;br /&gt;
&lt;br /&gt;
== Main Rules ==&lt;br /&gt;
These are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Main Rule Setttings&#039;&#039;&#039; - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Logic Rules&#039;&#039;&#039; - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.&lt;br /&gt;
* [[Logic|&#039;&#039;&#039;Glitchless&#039;&#039;&#039;]] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the ‘Detailed Logic’ tab.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; [[Glitched_Logic|&#039;&#039;&#039;Glitched&#039;&#039;&#039;]] - Movement-oriented glitches are likely required. No locations excluded.&lt;br /&gt;
* &#039;&#039;&#039;No Logic&#039;&#039;&#039; - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.&lt;br /&gt;
&lt;br /&gt;
=== Open ===&lt;br /&gt;
These rules dictate how &amp;quot;open&amp;quot; the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Forest&#039;&#039;&#039; - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.&lt;br /&gt;
* &#039;&#039;&#039;Open Forest&#039;&#039;&#039; - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Closed Deku&#039;&#039;&#039; - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.&lt;br /&gt;
* &#039;&#039;&#039;Closed Forest&#039;&#039;&#039; - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.&lt;br /&gt;
* &#039;&#039;&#039;Open Gate&#039;&#039;&#039; - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Letter Open Gate&#039;&#039;&#039; - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda&#039;s Letter is obtained. There is no need to show Zelda&#039;s Letter to the guard with this setting.&lt;br /&gt;
* &#039;&#039;&#039;Closed Gate&#039;&#039;&#039; - Both the gate and the Happy Mask Shop are closed until Zelda&#039;s Letter is shown to the guard in Kakariko.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Door of Time&#039;&#039;&#039; - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora&#039;s River, or for other such uses.&lt;br /&gt;
&lt;br /&gt;
If this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Zora&#039;s Fountain&#039;&#039;&#039; - Choose how King Zora behaves.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior (Closed)&#039;&#039;&#039; - King Zora obstructs the way to Zora&#039;s Fountain. Ruto&#039;s Letter must be shown as child in order to move him for both eras.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open For Adult&#039;&#039;&#039; - King Zora is always moved in the adult era. This means Ruto&#039;s Letter is only required to access Zora&#039;s Fountain as child.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - King Zora starts as moved in both the child and adult eras. This also removes Ruto&#039;s Letter from the pool since it can&#039;t be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gerudo Fortress&#039;&#039;&#039; - Choose how many carpenters must be saved.&lt;br /&gt;
* &#039;&#039;&#039;Default Behavior&#039;&#039;&#039; - All four carpenters must be rescued before the bridge is built.&lt;br /&gt;
* &#039;&#039;&#039;Rescue One Carpenter&#039;&#039;&#039; - Only the bottom left carpenter must be rescued.&lt;br /&gt;
* &#039;&#039;&#039;Open Gerudo Fortress&#039;&#039;&#039; - The carpenters are rescued the start of the game, and if &#039;Shuffle Gerudo Card&#039; is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In versions v3.0 and v4.0&#039;&#039;, this was named &#039;&#039;&#039;Start with Gerudo Card&#039;&#039;&#039;. This was before the Gerudo card prevented the guards from throwing Link in jail.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts Mode&#039;&#039;&#039; - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Retains vanilla function.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Makes the &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; drop-down visible to select which dungeons should have the open path.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All dungeons will have their paths to the bosses open.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - The generator will open the boss shortcuts for a random number of dungeons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon Boss Shortcuts&#039;&#039;&#039; - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Rainbow Bridge Requirement&#039;&#039;&#039; - Choose the conditions under which the rainbow bridge to Ganon’s Castle will spawn.&lt;br /&gt;
* &#039;&#039;&#039;Always Open&#039;&#039;&#039; - The rainbow bridge is always present.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Requirements&#039;&#039;&#039; - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.&lt;br /&gt;
* &#039;&#039;&#039;All Medallions&#039;&#039;&#039; - All six of the medallions are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All medallions and spiritual stones must be in the player’s possession to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Spiritual Stones&#039;&#039;&#039; - All three of the spiritual stones are required to open Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - A configurable number of the gold skulltulas are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - A configurable number of maximum hearts are required to open Ganon&#039;s Castle. A slider appears below this setting when this option is chosen.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random&#039;&#039;&#039; - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Skulltulas Required for Bridge&#039;&#039;&#039; - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Hearts Required for Bridge&#039;&#039;&#039; - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of Ganon’s Trials&#039;&#039;&#039; - A random number of trials within Ganon’s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Trials Count&#039;&#039;&#039; - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of an option named &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; which set the value to 0.&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
These rules affect the fundamentals for how the world works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Age&#039;&#039;&#039; - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.&lt;br /&gt;
* &#039;&#039;&#039;Child&#039;&#039;&#039; - Start as child Link in Link&#039;s house.&lt;br /&gt;
* &#039;&#039;&#039;Adult&#039;&#039;&#039; - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Randomly selects Link’s starting age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Mode&#039;&#039;&#039; - Choose which style of dungeon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - All dungeons will be in their ordinary configuration.&lt;br /&gt;
* &#039;&#039;&#039;Master Quest&#039;&#039;&#039; - All dungeons will be in their Master Quest configuration.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Enables the &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; drop-down.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.&lt;br /&gt;
* &#039;&#039;&#039;Completely Random&#039;&#039;&#039; - The configuration will be assigned randomly for each dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeons&#039;&#039;&#039; - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons Mode&#039;&#039;&#039; - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Specific Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; drop-down visible to select which dungeons should be barren and the reward given.&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039; - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeons&#039;&#039;&#039; - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pre-completed Dungeon Count&#039;&#039;&#039; - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Interior Entrances&#039;&#039;&#039; - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Simple Interiors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All Interiors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Link&#039;s House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard&#039;s owner&#039;s house is never shuffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Grotto Entrances&#039;&#039;&#039; - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Dungeon Entrances &#039;&#039;&#039; - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeon and Ganon&#039;&#039;&#039; - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon&#039;s Castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Boss Entrances &#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Bosses will remain in their respective dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Age-Restricted&#039;&#039;&#039; - Bosses are separated into child and adult pools and shuffled amongst themselves separately.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Overworld Entrances&#039;&#039;&#039; - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.&lt;br /&gt;
*Hyrule Castle Courtyard and Gardent entrances&lt;br /&gt;
*Both Market Back Alley entrances&lt;br /&gt;
*Gerudo Valley to Lakey Hylia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When enabled, trade timers are disabled and trade items never revert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Owl Drops&#039;&#039;&#039; - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Warp Song Destinations&#039;&#039;&#039; - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be incldued when overworld or dungeon entrance randomizer is enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Overworld Spawns&#039;&#039;&#039; - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link&#039;s House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. &#039;&#039;In versions 6.0 through 6.2&#039;&#039;, this option was a single toggle for both ages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Triforce Hunt&#039;&#039;&#039; - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon&#039;s Castle key is given if beating the game again is desired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Required Triforces Per World&#039;&#039;&#039; - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.&lt;br /&gt;
* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.&lt;br /&gt;
* Extra pieces are determined by the the Item Pool setting: &#039;Plentiful&#039;: 100% Extra &#039;Balanced&#039;: 50% Extra &#039;Scarce&#039;: 25% Extra  &#039;Minimal: No Extra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Bombchus Are Considered in Logic&#039;&#039;&#039; - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.&lt;br /&gt;
&lt;br /&gt;
With this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt;  &#039;&#039;&#039;Dungeons Have One Major Item&#039;&#039;&#039; - This option places one and only one [[Major_Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon’s Castle.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle ===&lt;br /&gt;
These settings shuffle more items into the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs&#039;&#039;&#039; - This setting changes where songs will be placed.&lt;br /&gt;
* &#039;&#039;&#039;Song Locations&#039;&#039;&#039; - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Rewards&#039;&#039;&#039; - Songs wil be placed at the ends of dungeons, plus one in the Zelda&#039;s Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.&lt;br /&gt;
* &#039;&#039;&#039;Anywhere&#039;&#039;&#039; - Songs can be placed in any location in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity&#039;&#039;&#039; - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game’s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. &#039;&#039;&#039;In version 7.0&#039;&#039;&#039;, all settings except Off will enable the &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; option.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Disables the Shopsanity feature.&lt;br /&gt;
* &#039;&#039;&#039;Shuffled Shops (0 Items)&#039;&#039;&#039; - This causes all of the Shopsanity features described above.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffled Shops (1-4 Items)&#039;&#039;&#039; - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the “Tycoon’s Wallet”, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.&lt;br /&gt;
* &#039;&#039;&#039;Random # of Items Per Shop&#039;&#039;&#039; - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was called &#039;&#039;&#039;Shuffled Shops (Random Items&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shopsanity Prices&#039;&#039;&#039; - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.&lt;br /&gt;
* &#039;&#039;&#039;Random&#039;&#039;&#039; - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;X Wallet&#039;&#039;&#039; - Prices will range between 0 and the maximum amount held by the wallet selected.&lt;br /&gt;
* &#039;&#039;&#039;Affordable&#039;&#039;&#039; - All randomized items will be priced at 10 rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokensanity&#039;&#039;&#039; - This setting shuffles the Gold Skulltula item drops into the general pool of locations. &lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.&lt;br /&gt;
* &#039;&#039;&#039;All Tokens&#039;&#039;&#039; - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrub Shuffle&#039;&#039;&#039; - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a &amp;quot;mysterious item.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.&lt;br /&gt;
* &#039;&#039;&#039;On (Affordable)&#039;&#039;&#039; - All scrubs will have randomized items and sell them for 10 rupees.&lt;br /&gt;
* &#039;&#039;&#039;On (Expensive)&#039;&#039;&#039; - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.&lt;br /&gt;
* &#039;&#039;&#039;On (Random Prices)&#039;&#039;&#039; - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Child Trade Item&#039;&#039;&#039; - Changes the beginning item for the child trade quest and how it is obtained.&lt;br /&gt;
* &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Malon will have the Weird Egg and the trade quest will proceed as normal.&lt;br /&gt;
* &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.&lt;br /&gt;
* &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Game will begin with Zelda&#039;s Letter in the inventory and Malon will have returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Rupees &amp;amp; Hearts&#039;&#039;&#039; - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Free-standing rupees and recovery hearts will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All visible free-standing rupees and recovery hearts will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Pots&#039;&#039;&#039; - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon&#039;s boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Pot contents will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld pots with contents other than fairies will be randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon pots with contents other than fairies will be randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Crates&#039;&#039;&#039; - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Crate will be left unchanged.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - All crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Overworld crates with contents are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons only&#039;&#039;&#039; - Dungeon crates with contents are randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Cows&#039;&#039;&#039; - This setting causes cows to give an item when Epona&#039;s song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Beehives&#039;&#039;&#039; - This setting adds random contents to the 32 beehives in grottos and Zora&#039;s Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Kokiri Sword&#039;&#039;&#039; - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Ocarinas&#039;&#039;&#039; - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link’s possession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Gerudo Card&#039;&#039;&#039; - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions prior to v5.0&#039;&#039;, the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Magic Beans&#039;&#039;&#039; - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Medigoron &amp;amp; Carpet Salesman&#039;&#039;&#039; - This setting adds the Giant&#039;s Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.&lt;br /&gt;
&lt;br /&gt;
While Giant&#039;s Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant&#039;s Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant&#039;s Knife, that slot will still remain as Biggoron Sword even after picking up the Giant&#039;s Knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Frog Song Rupees&#039;&#039;&#039; - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.&lt;br /&gt;
&lt;br /&gt;
=== Shuffle Dungeon Items ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings allow the player to decide the natural distribution of dungeon items. The groups are &#039;&#039;&#039;Maps &amp;amp; Compasses&#039;&#039;&#039;, &#039;&#039;&#039;Small Keys&#039;&#039;&#039;, &#039;&#039;&#039;Thieves&#039; Hideout Keys&#039;&#039;&#039;, and &#039;&#039;&#039;Boss Keys&#039;&#039;&#039;. &#039;&#039;Prior to 7.0&#039;&#039;, Thieves&#039; Hideout Keys were known as Gerudo Fortress Keys.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Locations&#039;&#039;&#039; - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. &#039;&#039;In v5.0&#039;&#039;, this setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Regional&#039;&#039;&#039; - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Maps &amp;amp; Compasses Only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start Wtih&#039;&#039;&#039; - Maps and Compasses are given to Link from the start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings Mode&#039;&#039;&#039; - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves&#039; Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - No dungeons are affected.&lt;br /&gt;
* &#039;&#039;&#039;Choose Dungeons&#039;&#039;&#039; - Enables the &#039;&#039;Key Rings&#039;&#039; drop-down visible to select which areas should have a key ring.&lt;br /&gt;
* &#039;&#039;&#039;All Dungeons&#039;&#039;&#039; - All areas will have their keys replaced by key rings.&lt;br /&gt;
* &#039;&#039;&#039;Random Dungeons&#039;&#039;&#039; - A random number of areas will have their keys replaced by key rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Key Rings&#039;&#039;&#039; - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; - Allows the player to decide on how and where Ganon&#039;s Castle&#039;s boss key is found. The last 5 options enable a corresponding slider to set the number required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon&#039;s Castle boss key to be given on collection of the last Triforce piece as the credits start.&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Remove (Keysy)&#039;&#039;&#039; - The Ganon&#039;s Castle boss key is removed and the boss door in Ganon&#039;s Tower starts unlocked.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In version v2.0&#039;&#039; this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Vanilla Location&#039;&#039;&#039; - The Ganon&#039;s boss key is located in the gilded chest in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Own Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in Ganon&#039;s Castle.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v2.0-v4.0&#039;&#039;, this was how the boss key is placed if the &#039;&#039;&#039;Remove Ganon&#039;s Boss Door Lock&#039;&#039;&#039; or &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; settings were not checked. &#039;&#039;In v5.0&#039;&#039;, setting was named &#039;&#039;&#039;Dungeon Only&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Overworld Only&#039;&#039;&#039; - The Ganon&#039;s Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Any Dungeon&#039;&#039;&#039; - The Ganon&#039;s Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon&#039;s Castle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Anywhere (Keysanity)&#039;&#039;&#039; - The Ganon&#039;s boss key can be located anywhere in the world.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Light Arrow Cutscene&#039;&#039;&#039; - The Ganon&#039;s boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Stones&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of stones are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Medallions&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Medallions are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of Dungeons are completed.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of gold skulltula tokens are obtained.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hearts&#039;&#039;&#039; - The Ganon&#039;s boss key will be received once the specified number of hearts are obtained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Maps and Compasses Give Information&#039;&#039;&#039; - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding &#039;A&#039;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.&lt;br /&gt;
&lt;br /&gt;
== Detailed Logic ==&lt;br /&gt;
These are settings that affect logic in very specific and situational ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Guarantee Reachable Locations&#039;&#039;&#039; - This setting will set the logic for how many item locations are guaranteed to be logically accessible.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; - Ensures all locations in the game can be reached.&lt;br /&gt;
* &#039;&#039;&#039;All Goals&#039;&#039;&#039; - Ensures Link has logical access to every potentially required item to unlock Ganon&#039;s Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.&lt;br /&gt;
* &#039;&#039;&#039;Required Only&#039;&#039;&#039; - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In versions v1.0 and v2.0&#039;&#039;, this was named &#039;&#039;&#039;Only ensure seed is beatable, not all items must be reachable&#039;&#039;&#039; and worked inverse of how this setting now works. &#039;&#039;Prior to v4.0&#039;&#039;, “key for key” item locations (a single item spot behind a locked door containing the key to open the door) could exist. &#039;&#039;Prior to v6.1&#039;&#039;, this was named &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; and functioned similarly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Nighttime Skulltulas Expect Sun’s Song&#039;&#039;&#039; - This setting causes the logic to expect the player to have an ocarina and the Sun’s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Exclude Locations&#039;&#039;&#039; - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was named &#039;&#039;&#039;Remove Specific Locations&#039;&#039;&#039; and had a very specific set of locations you could exclude via checkboxes. &#039;&#039;Prior to v5.0&#039;&#039;, junk locations could hold any non-major item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Tricks&#039;&#039;&#039; - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this section was called &#039;&#039;&#039;Specific Expected Tricks&#039;&#039;&#039; and had a small number of checkboxes to choose very specific tricks.&lt;br /&gt;
&lt;br /&gt;
== Starting Inventory ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; Allows you to choose the items Link has at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039; - Begin the game with the selected equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Items&#039;&#039;&#039; - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Songs&#039;&#039;&#039; - Begin the game with the selected songs already learnt.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Consumables&#039;&#039;&#039; - Start the game with maxed out Deku Sticks and Deku Nuts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with Max Rupees&#039;&#039;&#039; - Start the game with a full wallet. Wallet upgrades will also fill the wallet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Hearts&#039;&#039;&#039; - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
These are various other settings which do not majorly affect gameplay and instead customize the play experience.&lt;br /&gt;
&lt;br /&gt;
=== Timesavers ===&lt;br /&gt;
These are settings that save time by cutting tedious content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Tower Collapse Sequence&#039;&#039;&#039; - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon’s Tower sequence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v2.0&#039;&#039;, this was part of the setting called &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt; &#039;&#039;In versions v3.0&#039;&#039;, this was called &#039;&#039;&#039;Skip Interior Castle Guard Stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Epona Race&#039;&#039;&#039; - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona’s Song and an ocarina as an adult to summon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Some Minigame Phases&#039;&#039;&#039; - This setting skips the first phase of both Horeseback Archery and Dampé Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Dampé&#039;s Race in under a minute grant&#039;s both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. &#039;&#039;In 5.1&#039;&#039;, the option to skip Dampé&#039;s first race was available (Skip First Dampé Race), but not Horseback Archery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Enable Specific Glitch-Useful Cutscenes&#039;&#039;&#039; - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. &#039;&#039;In version prior to 7.0&#039;&#039;, this setting was called &#039;&#039;Enable Useful Cutscenes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Chest Cutscenes&#039;&#039;&#039; - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Free Scarecrow’s Song&#039;&#039;&#039; - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;In version v3.0&#039;&#039;, this was called &#039;&#039;&#039;Start with Scarecrow&#039;s Song&#039;&#039;&#039; and forced you to set a song at generation time that everyone had to share.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fast Bunny Hood&#039;&#039;&#039; - This setting causes the Bunny Hood to act like Majora&#039;s Mask and speed up Link&#039;s movement speed. The speed matches Link&#039;s backwalking speed and does not increase Link&#039;s backwalking speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Plant Magic Beans&#039;&#039;&#039; - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Cucco Count&#039;&#039;&#039; - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Cucco Count&#039;&#039;&#039; - The number of Cuccos required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Big Poe Target Count&#039;&#039;&#039; - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Big Poe Target Count&#039;&#039;&#039; - The number of Big Poes required can be selected manually with this slider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Easier Fire Arrow Entry&#039;&#039;&#039; - Enables &#039;&#039;Fire Arrow Entry Torch Count&#039;&#039; slider.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fire Arrow Entry Torch Count&#039;&#039;&#039; - Select how many torches must be lit in order for the Shadow Temple door to open.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize Ocarina Song Notes&#039;&#039;&#039; - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. &#039;&#039;In versions 3.0 through 6.2&#039;&#039;, this setting was a toggle for all songs.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - All songs retain their normal pattern.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Frog Songs Only&#039;&#039;&#039; - Only the top row of songs will have shuffled notes.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Warp Songs Only&#039;&#039;&#039; - Only the bottom row of songs will have shuffled notes.&lt;br /&gt;
* &#039;&#039;&#039;All Songs&#039;&#039;&#039; - All songs will have shuffled notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Appearance Matches Contents&#039;&#039;&#039; - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the &#039;&#039;Minor Items in Big/Gold Chests&#039;&#039; toggle.&lt;br /&gt;
* &#039;&#039;&#039;Off&#039;&#039;&#039; - Chests retain their regular form.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.&lt;br /&gt;
* &#039;&#039;&#039;Both Size and Texture&#039;&#039;&#039; - Chests containing major items, small keys, boss keys, and skulltula tokens are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039; - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available in &#039;&#039;versions 3.0 through 6.2&#039;&#039; under the name Chest Size Matches Contents.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Minor Items in Big/Gold Chests&#039;&#039;&#039; - This setting places deku shields, Hylian shields, and bombchus in major item style chests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Invisible Chests&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v7.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Pot &amp;amp; Crate Appearance Matches Contents&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Clearer Hints&#039;&#039;&#039; - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less “fun” and less similar to the original game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gossip Stones&#039;&#039;&#039; - This setting allows the player to specify which item is required to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Stone of Agony&#039;&#039;&#039; - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;No Hints&#039;&#039;&#039; - Gossip Stones use vanilla behavior.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Mask of Truth&#039;&#039;&#039; - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only acessible later in the game.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hints; Need Nothing&#039;&#039;&#039; - Gossip Stones will share hints without any requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hint Distribution&#039;&#039;&#039; - This setting affects the number of useful hints available in the game.&lt;br /&gt;
*&#039;&#039;&#039;Useless&#039;&#039;&#039; - Has nothing but junk hints. &lt;br /&gt;
*&#039;&#039;&#039;Balanced&#039;&#039;&#039; - Provides a mix of useless and useful hints. Hints will not be repeated. &lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039; - Has some duplicate hints and no junk hints. &lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039; - Has only very useful hints. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bingo&#039;&#039;&#039; - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;DDR&#039;&#039;&#039; - Hints most often used for races using the [DDR] ruleset.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Scrubs&#039;&#039;&#039; - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.&lt;br /&gt;
*&#039;&#039;&#039;Tournament&#039;&#039;&#039; - The hints used for the OoTR Season 5 Tournament. &#039;&#039;In previous versions, this setting matched the distribution used for the tournament active during that version&#039;s time.&#039;&#039;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Co-op&#039;&#039;&#039; - The hints used for the Season 2 Co-op Tournament races.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;League&#039;&#039;&#039; - The hints used by the OoTR League.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;MW Season 2&#039;&#039;&#039; - The hints used for the Season 2 Multi-world Tournament races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on hints, check [[Hints|our hints page]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Text Shuffle&#039;&#039;&#039; - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.&lt;br /&gt;
*&#039;&#039;&#039;No Text Shuffled&#039;&#039;&#039; - Leave the text alone.&lt;br /&gt;
*&#039;&#039;&#039;Shuffled except Hints and Keys&#039;&#039;&#039; - Shuffle all text other than the useful text giving the player information.&lt;br /&gt;
*&#039;&#039;&#039;All Text Shuffled&#039;&#039;&#039; - Shuffle all text even to the player’s mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039; - This setting changes the amount of damage taken.&lt;br /&gt;
* &#039;&#039;&#039;Half&#039;&#039;&#039; - Link takes 1/2 damage.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; - Link takes regular damage.&lt;br /&gt;
* &#039;&#039;&#039;Double&#039;&#039;&#039; - Link takes 2x damage.&lt;br /&gt;
* &#039;&#039;&#039;Quadruple&#039;&#039;&#039; - Link takes 4x damage.&lt;br /&gt;
* &#039;&#039;&#039;OHKO&#039;&#039;&#039; - Link dies in one hit. Nayru&#039;s Love and fairies are considered by logic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hero Mode&#039;&#039;&#039; - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Starting Time Of Day&#039;&#039;&#039; - Change up Link’s sleep routine by choosing what time Link wakes up at the start of the game.&lt;br /&gt;
&lt;br /&gt;
=== Item Pool ===&lt;br /&gt;
These settings allow the player to tweak the item pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Pool&#039;&#039;&#039; - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.&lt;br /&gt;
*&#039;&#039;&#039;Plentiful&#039;&#039;&#039; - Some required items will be duplicated to make it easier to find them.&lt;br /&gt;
*&#039;&#039;&#039;Balanced&#039;&#039;&#039; - Leave the item pool alone.&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039; - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.&lt;br /&gt;
*&#039;&#039;&#039;Minimal&#039;&#039;&#039; - In addition to the items from Scarce, Pieces of Heart and Nayru’s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this was part of the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; setting which mixed Item Pool and Damage Multiplier under the same setting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Traps&#039;&#039;&#039; - This setting changes how many ice traps are placed throughout the game.&lt;br /&gt;
*&#039;&#039;&#039;Off&#039;&#039;&#039; - All ice traps are removed. &lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Only ice traps from base pool are placed. &lt;br /&gt;
*&#039;&#039;&#039;Extra Ice Traps&#039;&#039;&#039; - Chance to add extra ice traps when junk items are added to the item pool &lt;br /&gt;
*&#039;&#039;&#039;Ice Trap Mayhem&#039;&#039;&#039; - All junk items added will be ice traps. &lt;br /&gt;
*&#039;&#039;&#039;Ice Trap Onslaught&#039;&#039;&#039; - All junk items will be ice traps, including ones in the base pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ice Trap Appearance&#039;&#039;&#039; - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.&lt;br /&gt;
* &#039;&#039;&#039;Major Items Only&#039;&#039;&#039; - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Junk Items Only&#039;&#039;&#039; - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).&lt;br /&gt;
* &#039;&#039;&#039;Anything&#039;&#039;&#039; - Ice Traps may appear as anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Adult Trade Sequence&#039;&#039;&#039; - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
These options change the color of various visuals in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Default Targeting Option&#039;&#039;&#039; - This setting specifies whether Z-targeting will default to “Switch” or “Hold” style. Either way, this can still be changed in-game as per usual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Display D-Pad HUD&#039;&#039;&#039; - This setting specifies whether the D-Pad HUD display should be shown once you have an item that can be controlled by the D-Pad in your inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Item Model Colors Match Cosmetics&#039;&#039;&#039; - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Randomize All Cosmetics&#039;&#039;&#039; - This setting randomizes all of the cosmetic options every time a ROM is generated.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
This changes the colors various equipment displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tunic Colors&#039;&#039;&#039; - These settings determine the color of Link’s Tunics. This affects the color when he’s wearing it. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the color of the icon in the menu. Each tunic can be set individually.&lt;br /&gt;
*&#039;&#039;&#039;Most Colors&#039;&#039;&#039; - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [http://bombch.us/C5b9 this Google Docs page].&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Choose a random color from the set of pre-made colors.&lt;br /&gt;
*&#039;&#039;&#039;Completely Random&#039;&#039;&#039; - Generate a random color with numerically random RGB values.&lt;br /&gt;
*&#039;&#039;&#039;Custom Color&#039;&#039;&#039; - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Silver Gauntlets Color&#039;&#039;&#039; - Sets the color the silver gauntlets appear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Gold Gauntlets Color&#039;&#039;&#039; - Sets the color the gold gauntlets appear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Mirror Shield Frame Color&#039;&#039;&#039; - Sets the color the edges and back of the Mirror Shield.&lt;br /&gt;
&lt;br /&gt;
=== UI Colors ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Heart Color&#039;&#039;&#039; - Sets the color of the hearts in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the heart drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Magic Color&#039;&#039;&#039; - Sets the color of the magic meter in the HUD. As of &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.2)&amp;lt;/span&amp;gt; this also affects the magic drops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Button Color&#039;&#039;&#039; - Sets the color the specified button(s) in the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Colors ===&lt;br /&gt;
&#039;&#039;Section was named Navi Colors prior to version 6.0.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:cornflowerblue&amp;quot;&amp;gt;(Multiple Similar Settings)&amp;lt;/span&amp;gt; These settings determine Navi’s color in a variety of contexts. The lists of pre-set colors here is different, but the same types of options exist as for choosing tunic colors. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Bombchu Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a moving Bombchu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Boomerang Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the light trail behind a thrown boomerang. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Duration&#039;&#039;&#039; - Sets how long the sword trails should display when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, this setting was part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Sword Trail Inner&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Outer&#039;&#039;&#039; - Sets the colors of the sword trail displayed when swinging a sword. &#039;&#039;Prior to v6.0&#039;&#039;, these settings were part of Equipment Colors.&lt;br /&gt;
&lt;br /&gt;
== SFX ==&lt;br /&gt;
Changes various audio cues in the game.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Background Music&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the background music.&lt;br /&gt;
*&#039;&#039;&#039;No Music&#039;&#039;&#039; - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Background music is shuffled so that different tracks may play in different areas. This may be silly.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Fanfares&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - Do not alter the fanfares.&lt;br /&gt;
*&#039;&#039;&#039;No Fanfares&#039;&#039;&#039; - Disable fanfares. Sound effects will still play.&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039; - Fanfares are shuffled so that different fanfares may play in different fanfare locations.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Local only)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random (Custom Only)&#039;&#039;&#039; - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Ocarina Songs as Fanfares&#039;&#039;&#039; - Add the longer Ocarina song fanfares to the pool of fanfares.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Low Health SFX&#039;&#039;&#039; - This determines which sound effect to play repeatedly when Link is very low on health. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing.&lt;br /&gt;
*&#039;&#039;&#039;Particular Sounds&#039;&#039;&#039; - Set this particular sound for the heart beep. Available choices are Default, Softer Beep, Rupee, Timer, Tambourine, Recovery Heart, Carrot Refill, Navi - Hey!, Zelda - Gasp, Cluck, Mweep!, Iron Boots, Hammer, Sword Bounce, Bow, Gallop, Drawbridge, Switch, Bomb Bounce, Bark, Ribbit, Broken Pot, Business Scrub, Guay, and Bongo Bongo. Indeed, one of these is the sound a king might make when moving… very slowly.&lt;br /&gt;
*&#039;&#039;&#039;Random Choice&#039;&#039;&#039; - Play a random SFX from the list of choices.&lt;br /&gt;
*&#039;&#039;&#039;None&#039;&#039;&#039; - Disable low health heart beeps altogether. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Ear-Safe&#039;&#039;&#039; - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.&lt;br /&gt;
&lt;br /&gt;
The following sounds work similarly to Low Health SFX:&lt;br /&gt;
*&#039;&#039;&#039;Horse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightfall&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&#039;&#039;&#039;Menu Cursor&#039;&#039;&#039; - This setting changes the sound the menu cursor when moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Menu Select&#039;&#039;&#039; - This setting changes the sound the menu makes when you select an option.&lt;br /&gt;
&lt;br /&gt;
=== NPC ===&lt;br /&gt;
&#039;&#039;&#039;Navi Overworld&#039;&#039;&#039; - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navi Enemy&#039;&#039;&#039; - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.&lt;br /&gt;
&lt;br /&gt;
=== Custom Music and Fanfares ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; If using the Dev build or Bundled version of the randomizer you can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.&lt;br /&gt;
&lt;br /&gt;
In order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You&#039;ll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.&lt;br /&gt;
&lt;br /&gt;
Place your AudioSeq files in the &amp;lt;code&amp;gt;data/Music&amp;lt;/code&amp;gt; folder with the &amp;lt;code&amp;gt;.seq&amp;lt;/code&amp;gt; extension. You also need to include a simple text file with the same name as the AudioSeq but with the extension &amp;lt;code&amp;gt;.meta&amp;lt;/code&amp;gt; and the following three lines:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Title Theme&lt;br /&gt;
3&lt;br /&gt;
bgm&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fanfare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Majora&#039;s Mask Time Reset&lt;br /&gt;
23&lt;br /&gt;
fanfare&amp;lt;/pre&amp;gt;&lt;br /&gt;
These lines correspond to the following mapping:&lt;br /&gt;
# Sequence title to display in cosmetics log&lt;br /&gt;
# [https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists AudioBank to use]&lt;br /&gt;
# Type&lt;br /&gt;
&lt;br /&gt;
Reminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. This is why this feature isn&#039;t included in the website release of the randomizer. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.&lt;br /&gt;
&lt;br /&gt;
== Command Line Options ==&lt;br /&gt;
&amp;lt;pre&amp;gt;-h, --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Show the help message and exit.&lt;br /&gt;
&amp;lt;pre&amp;gt;--gui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch the GUI&lt;br /&gt;
&amp;lt;pre&amp;gt;--loglevel [{error,info,warning,debug}]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Select level of logging for output. (default: info)&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings_string SETTINGS_STRING&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter a settings string that will encode and override most individual settings.&lt;br /&gt;
&amp;lt;pre&amp;gt;--convert_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only convert the specified settings to a settings string. If a settings string is specified output the used settings instead.&lt;br /&gt;
&amp;lt;pre&amp;gt;--settings SETTINGS&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the specified settings file to use for generation&lt;br /&gt;
&amp;lt;pre&amp;gt;--seed SEED&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define seed number to generate. (default: None)&lt;br /&gt;
&amp;lt;pre&amp;gt;--no_log&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Supresses the generation of a log file.&lt;br /&gt;
&amp;lt;pre&amp;gt;--output_settings&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always outputs a settings.json file even when spoiler is enabled.&lt;br /&gt;
&lt;br /&gt;
== Plando Exclusive Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.1)&amp;lt;/span&amp;gt;&#039;&#039;&#039;LACS Condition&#039;&#039;&#039; - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:&lt;br /&gt;
*Medallions&lt;br /&gt;
*Stones&lt;br /&gt;
*Dungeons&lt;br /&gt;
*Tokens&lt;br /&gt;
&lt;br /&gt;
== Removed or Replaced Features ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v2.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 3.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip most of Ganon&#039;s Castle&#039;&#039;&#039; - Disables all trials in Ganon&#039;s Castle, removes the lock on the boss door in Ganon&#039;s Castle, and skips the escape sequence after beating Ganondorf.&lt;br /&gt;
&lt;br /&gt;
Replaced by separating it into Ganon&#039;s Trials Count, Remove Ganon&#039;s Boss Key, and Skip Tower Collapse Escape Sequence options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 4.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Difficulty&#039;&#039;&#039; - Makes health less available and ammo expanisons.&lt;br /&gt;
&lt;br /&gt;
Replaced by separate Item Pool and Damage Multiplier options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Reinstated in v6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Open Kakariko Gate&#039;&#039;&#039; - The gate from Kakariko Village to Death Mountain Trail is always open.&lt;br /&gt;
&lt;br /&gt;
Open Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven&#039;t delivered Zelda&#039;s letter to the guard first), and leaves it open for both Child and Adult. &lt;br /&gt;
&lt;br /&gt;
When this bug was fixed for rando, the result was the setting for Open Kakakiro Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Fast Travel&#039;&#039;&#039; - Start the game with Prelude of Light, Serenade of Water, and Farore&#039;s Wind. Two song locations will give items instead of Prelude and Serenade.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Tycoon&#039;s Wallet&#039;&#039;&#039; - Start the game with the largest wallet which can hold 999 rupees.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 5.2&amp;lt;/span&amp;gt; &#039;&#039;&#039;Start With Deku Equipment&#039;&#039;&#039; - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Starting Items tab and the Start with Consumables option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Entrance Shuffle&#039;&#039;&#039; - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons Only&#039;&#039;&#039; - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon&#039;s Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.&lt;br /&gt;
* &#039;&#039;&#039;Simple Indoors&#039;&#039;&#039; - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).&lt;br /&gt;
* &#039;&#039;&#039;All Indoors&#039;&#039;&#039; - Extended version of &#039;Simple Indoors&#039; with some extra entrances: Adult Potion Shop, Windmill, Link&#039;s House, Temple of Time and Dampe&#039;s Grave.&lt;br /&gt;
* &#039;&#039;&#039;All Indoors &amp;amp; Overworld&#039;&#039;&#039; - Same as &#039;All Indoors&#039; but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replaced by seven independent settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Songs with Items&#039;&#039;&#039; - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow’s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.&lt;br /&gt;
&lt;br /&gt;
Replaced by Shuffle Songs options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.1)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip First Dampe Race&#039;&#039;&#039; - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Skip Some Minigame Phases option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Required Everywhere&#039;&#039;&#039; - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).&lt;br /&gt;
* &#039;&#039;&#039;Wasteland and Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
* &#039;&#039;&#039;Only Chest Minigame&#039;&#039;&#039; - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.&lt;br /&gt;
&lt;br /&gt;
Replaced by separated tricks for each area requiring Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v1.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &#039;&#039;&#039;All Locations Reachable&#039;&#039;&#039; - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Guarantee Reachable Locations option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ganon&#039;s Boss Key&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 6.1&amp;lt;/span&amp;gt; &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v5.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;On LACS&#039;&#039;&#039; - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (&#039;&#039;Note that these sliders are not randomized by the &#039;&#039;&#039;Randomize Main Rules&#039;&#039;&#039; setting&#039;&#039;):&lt;br /&gt;
** &#039;&#039;&#039;Vanilla&#039;&#039;&#039; - Shadow and Spirit Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Stones&#039;&#039;&#039; - A number of Spiritual Stones, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 3 Stones.&lt;br /&gt;
** &#039;&#039;&#039;Medallions&#039;&#039;&#039; - A number of Medallions, as specified by the slider. &#039;&#039;In v5.0&#039;&#039;, this setting required all 36 Medallions.&lt;br /&gt;
** &#039;&#039;&#039;Dungeons&#039;&#039;&#039; - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. &#039;&#039;In v5.0&#039;&#039;, this setting required all Stones and Medallions.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &#039;&#039;&#039;Tokens&#039;&#039;&#039; - A number of Gold Skulltula Tokens, as specified by the slider.&lt;br /&gt;
&lt;br /&gt;
Replaced by individual settings not tied to the light arrow cutscene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Output Type&#039;&#039;&#039; Option: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;No Output&#039;&#039;&#039; - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;In versions v1.0 and 2.0&#039;&#039;, this was named &#039;&#039;&#039;Do not create patched ROM&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
Rendered obsolete by the option change from radio buttons to toggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Random Number of MQ Dungeons&#039;&#039;&#039; - If set, a random number of dungeons will have Master Quest designs. &lt;br /&gt;
&#039;&#039;In version v3.0&#039;&#039;, this setting was the &#039;&#039;&#039;Mixed&#039;&#039;&#039; option for &#039;&#039;&#039;Dungeon Quest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v4.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;MQ Dungeon Count&#039;&#039;&#039; - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.&lt;br /&gt;
&lt;br /&gt;
Replaced by the MQ Dungeons Mode options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v6.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Skip Child Zelda&#039;&#039;&#039; - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda&#039;s Letter and the song from Impa at the start of the game. Depending on the &#039;&#039;&#039;Kakariko Gate&#039;&#039;&#039; and &#039;&#039;&#039;Complete Mask Quest&#039;&#039;&#039; settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with &#039;&#039;&#039;Shuffle Weird Egg&#039;&#039;&#039; and &#039;&#039;&#039;Skip Child Stealth&#039;&#039;&#039; since those segments are entirely skipped.&lt;br /&gt;
&lt;br /&gt;
Replaced by the Shuffle Child Trade Item option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;(v3.0)&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Removed in 7.0&amp;lt;/span&amp;gt; &#039;&#039;&#039;Chest Size Matches Contents&#039;&#039;&#039; - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Warning:&#039;&#039; Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.&lt;br /&gt;
&lt;br /&gt;
Replaced by Chest Appearance Matches Contents.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Major_Items&amp;diff=3040</id>
		<title>Major Items</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Major_Items&amp;diff=3040"/>
		<updated>2022-11-25T06:33:26Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Add hearts as a conditional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These items are considered Major regardless of settings, however it will only impact the settings which depend on Major Items, e.g. Chest Size Matches Contents and One Item Per Dungeon, if they are shuffled.&lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Slingshots || Bomb Bags || Bows&lt;br /&gt;
|-&lt;br /&gt;
| Boomerang || Hookshots || Megaton Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Fire Arrows || Ice Arrows || Light Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Din&#039;s Fire || Farore&#039;s Wind || Nayru&#039;s Love&lt;br /&gt;
|-&lt;br /&gt;
| Ocarinas || Progressive Strength Upgrades || Magic Meters&lt;br /&gt;
|-&lt;br /&gt;
| Kokiri Sword || Biggoron Sword || Mirror Shield&lt;br /&gt;
|-&lt;br /&gt;
| Goron Tunic || Zora Tunic || Stone of Agony&lt;br /&gt;
|-&lt;br /&gt;
| Iron Boots || Hover Boots || Gerudo Membership Card&lt;br /&gt;
|-&lt;br /&gt;
| Lens of Truth || Child Trade Items || Adult Trade Items&lt;br /&gt;
|-&lt;br /&gt;
| Wallets || Scales || Double Defense&lt;br /&gt;
|-&lt;br /&gt;
| Bottles (any contents) || Ruto&#039;s Letter || All Songs&lt;br /&gt;
|-&lt;br /&gt;
| Magic Beans || Triforce Pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditional Major Items ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Only when &amp;quot;Bombchus Are Considered in Logic&amp;quot; is enabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Keys and Boss Keys&#039;&#039;&#039; - Only when the appropriate &amp;quot;keysanity&amp;quot; option is enabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Skulltula Tokens&#039;&#039;&#039; - Only when the bridge requirement is set to Gold Skulltula Tokens, or Ganon&#039;s Boss Key is set to Tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart Pieces and Containers&#039;&#039;&#039; - Only when the bridge requirement or Ganon&#039;s Boss Key is set to Hearts.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Custom_Models&amp;diff=3039</id>
		<title>Custom Models</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Custom_Models&amp;diff=3039"/>
		<updated>2022-11-25T03:51:32Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Add copyright concern note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of randomizer version 7.0, the Link player models can be replaced with custom creations via the use of .zobj files. This is the only file type compatible with the randomizer. &lt;br /&gt;
&lt;br /&gt;
These custom model files may additionally replace all item models which are connected to Link, such as the bottle, bow, and boomerang. However, item models will not change when disconnected from Link, for example free-standing items and the boomerang while it&#039;s in flight. The only exceptions to this are the Keaton Mask, Spooky Mask, and Bunny Hood which will also show the changed item on their respective NPCs (Not Skull Mask because the eyes glow on skull kid and is thus a separate item in the code).&lt;br /&gt;
&lt;br /&gt;
== Known Custom Models ==&lt;br /&gt;
&lt;br /&gt;
In order to protect the project as a whole, the rando discord community does not share any models which may contain copyrighted assets. The user [https://github.com/hylian-modding Hylian-modding] on GitHub has more information regarding .zobj files.&lt;br /&gt;
&lt;br /&gt;
All models we are aware of have been categorized in this [https://docs.google.com/spreadsheets/d/1xbJnYw8lGR_qAkpvOQXlzvSUobWdX6phTm1SRbXy4TQ/edit?usp=sharing google sheet] for easy reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Custom Models ==&lt;br /&gt;
&lt;br /&gt;
=== Online Generator ===&lt;br /&gt;
&lt;br /&gt;
Models cannot be included in the initial generation, only added during patching. Thus, to use custom models first generate the seed, then on the patching page enable &amp;quot;Override Original Cosmetics&amp;quot; and set your Cosmetics and SFX tab options. One custom model for each age may be selected in the Cosmetics tab.&lt;br /&gt;
&lt;br /&gt;
=== Bundled Version or Offline Dev Builds ===&lt;br /&gt;
&lt;br /&gt;
Navigate to the randomizer folder, then data\Models. Place the .zobj files in the corresponding age folder. Open Gui.py and the model file names will be added to the Models dropdown options in the Cosmetics tab. Please be cautious of the age folders as a .zobj for the wrong age will patch, but will crash the rom upon load.&lt;br /&gt;
&lt;br /&gt;
This method also permits a random model to be selected from those placed in the folder.&lt;br /&gt;
&lt;br /&gt;
Please note that patch files generated will not include custom models, only .z64 rom files will have the change.&lt;br /&gt;
&lt;br /&gt;
For assistance installing the randomizer, please see [https://wiki.ootrandomizer.com/index.php?title=Setup#Downloading_the_Randomizer this page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Racing with Custom Models ==&lt;br /&gt;
&lt;br /&gt;
Custom models must not provide any additional benefit over using Link&#039;s standard models. Please carefully read the [https://wiki.ootrandomizer.com/index.php?title=Category:Racing_Rules#Universal_Rules Universal Rules section] before using any custom model in a race. &lt;br /&gt;
&lt;br /&gt;
For quick reference, a list of race-legal custom models can be found [http://bombch.us/DXm2 here] - only models on this list are allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Custom Models ==&lt;br /&gt;
&lt;br /&gt;
A guide for creating custom models can be found [https://docs.google.com/document/d/14MzUYycFmWoctEQ9hDLC8RMXsxPcaCT4GhI31NxwkpA/edit?usp=sharing here]. For additional assistance, please ask in #dev-model-work in the [https://discord.gg/ootrandomizer discord].&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Custom_Models&amp;diff=3038</id>
		<title>Custom Models</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Custom_Models&amp;diff=3038"/>
		<updated>2022-11-25T03:36:03Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Create Custom Models Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of randomizer version 7.0, the Link player models can be replaced with custom creations via the use of .zobj files. This is the only file type compatible with the randomizer. &lt;br /&gt;
&lt;br /&gt;
These custom model files may additionally replace all item models which are connected to Link, such as the bottle, bow, and boomerang. However, item models will not change when disconnected from Link, for example free-standing items and the boomerang while it&#039;s in flight. The only exceptions to this are the Keaton Mask, Spooky Mask, and Bunny Hood which will also show the changed item on their respective NPCs (Not Skull Mask because the eyes glow on skull kid and is thus a separate item in the code).&lt;br /&gt;
&lt;br /&gt;
== Known Custom Models ==&lt;br /&gt;
&lt;br /&gt;
The user [https://github.com/hylian-modding Hylian-modding] on GitHub has more information regarding .zobj files.&lt;br /&gt;
&lt;br /&gt;
All models we are aware of have been categorized in this [https://docs.google.com/spreadsheets/d/1xbJnYw8lGR_qAkpvOQXlzvSUobWdX6phTm1SRbXy4TQ/edit?usp=sharing google sheet] for easy reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Custom Models ==&lt;br /&gt;
&lt;br /&gt;
=== Online Generator ===&lt;br /&gt;
&lt;br /&gt;
Models cannot be included in the initial generation, only added during patching. Thus, to use custom models first generate the seed, then on the patching page enable &amp;quot;Override Original Cosmetics&amp;quot; and set your Cosmetics and SFX tab options. One custom model for each age may be selected in the Cosmetics tab.&lt;br /&gt;
&lt;br /&gt;
=== Bundled Version or Offline Dev Builds ===&lt;br /&gt;
&lt;br /&gt;
Navigate to the randomizer folder, then data\Models. Place the .zobj files in the corresponding age folder. Open gui.py and the model file names will be added to the Models dropdown options in the Cosmetics tab. Please be cautious of the age folders as a .zobj for the wrong age will patch, but will crash the rom upon load.&lt;br /&gt;
&lt;br /&gt;
This method also permits a random model to be selected from those placed in the folder.&lt;br /&gt;
&lt;br /&gt;
Please note that patch files generated will not include custom models, only .z64 rom files will have the change.&lt;br /&gt;
&lt;br /&gt;
For assistance installing the randomizer, please see [https://wiki.ootrandomizer.com/index.php?title=Setup#Downloading_the_Randomizer this page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Racing with Custom Models ==&lt;br /&gt;
&lt;br /&gt;
Custom models must not provide any additional benefit over using Link&#039;s standard models. Please carefully read the [https://wiki.ootrandomizer.com/index.php?title=Category:Racing_Rules#Universal_Rules Universal Rules section] before using any custom model in a race. &lt;br /&gt;
&lt;br /&gt;
For quick reference, a list of race-legal custom models can be found [http://bombch.us/DXm2 here] - only models on this list are allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Custom Models ==&lt;br /&gt;
&lt;br /&gt;
A guide for creating custom models can be found [https://docs.google.com/document/d/14MzUYycFmWoctEQ9hDLC8RMXsxPcaCT4GhI31NxwkpA/edit?usp=sharing here]. For additional assistance, please ask in #dev-model-work in the [https://discord.gg/ootrandomizer discord].&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=2967</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=2967"/>
		<updated>2022-06-19T01:32:10Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Countdhoun&amp;#039;s Map Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|300x169px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;ZidArgs Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
(formerly known as 2deep4real)&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.jpg|800×388px|Countdhoun_Tracker.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LinSo&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Project64 3.0.0+, RetroArch, Bizhawk 2.7.0+, Mupen64Plus (July 13, 2021 to March 31, 2022), and Rosalie&#039;s Mupen GUI (RMG v0.1.3+)&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV5.jpg|576x911px|TrackerOfTimeV5.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: According to the creators themselves this package is very out of date with logic and will therefore probably be changed to an item-only package in the near future due to neither of them having the desire/time to keep it updated. Use at your own risk.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and different DoT, forest and rainbow bridge options. &lt;br /&gt;
&lt;br /&gt;
*Has colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten. &lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=File:Countdhoun_Tracker.jpg&amp;diff=2966</id>
		<title>File:Countdhoun Tracker.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=File:Countdhoun_Tracker.jpg&amp;diff=2966"/>
		<updated>2022-06-19T01:31:52Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=2965</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=2965"/>
		<updated>2022-06-17T21:12:52Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Countdhoun&amp;#039;s Map Tracker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|300x169px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;ZidArgs Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
(formerly known as 2deep4real)&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun_Tracker.png|800×388px|Countdhoun_Tracker.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LinSo&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Project64 3.0.0+, RetroArch, Bizhawk 2.7.0+, Mupen64Plus (July 13, 2021 to March 31, 2022), and Rosalie&#039;s Mupen GUI (RMG v0.1.3+)&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV5.jpg|576x911px|TrackerOfTimeV5.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: According to the creators themselves this package is very out of date with logic and will therefore probably be changed to an item-only package in the near future due to neither of them having the desire/time to keep it updated. Use at your own risk.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and different DoT, forest and rainbow bridge options. &lt;br /&gt;
&lt;br /&gt;
*Has colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten. &lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=2964</id>
		<title>Trackers</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Trackers&amp;diff=2964"/>
		<updated>2022-06-17T21:12:25Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Update Countdhoun&amp;#039;s tracker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Going through and finishing an OoTR seed can be quite a challenge. There is a long list of settings that can be used to mess with item locations, available places and logic. To keep close tabs on your progress and your remaining options, using a tracker program can be of great use. &#039;&#039;&#039;Item Trackers&#039;&#039;&#039; help keep track of which items you have found in your playthrough so far. &#039;&#039;&#039;Map Trackers&#039;&#039;&#039; include a map portion that shows which item locations are available to you. &#039;&#039;&#039;Entrance Trackers&#039;&#039;&#039; help you keep track of all the shuffled entrances when playing Entrance Randomizer. For beginners we strongly recommend the use of a &#039;&#039;Map Tracker&#039;&#039;. Feel free to browse through the different solutions provided by some of our community members.&lt;br /&gt;
&lt;br /&gt;
{{race rule|rule=You may not use auto-trackers or logic trackers during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
If you would like to see a Tracker added to the list, please submit a request in the {{discord|dev-item-tracker}} channel on the {{discord}}.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|1}}&lt;br /&gt;
&lt;br /&gt;
= Web Trackers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;alphachain ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://alphachain.recursivebytes.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Create a network of entrances by typing chains in a field using a custom syntax. &lt;br /&gt;
&lt;br /&gt;
*Filter all the chains that are irrelevant to the place you wish to go to. &lt;br /&gt;
&lt;br /&gt;
*It takes some getting used to this tracker, but it&#039;s a very powerful tool when mastered. &lt;br /&gt;
&lt;br /&gt;
[[File:Alphachain.png|800x450px|Alphachain.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;bfrie&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8v2 Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple, color-coded spreadsheet that can be used locally. &lt;br /&gt;
&lt;br /&gt;
[[File:Bfrie.png|800x450px|Bfrie.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;brakkum&#039;s ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://tracker.brakke.dev/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Simple interface for inputting entrances. &lt;br /&gt;
&lt;br /&gt;
*Built-in routing: just input your current location and your destination and it will show you a path. &lt;br /&gt;
&lt;br /&gt;
*Presets of vanilla entrances for when not every ER setting is turned on. &lt;br /&gt;
&lt;br /&gt;
[[File:Brakkum.png|800x450px|Brakkum.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MisoSoup&#039;s Spoilizer Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://spoilizer.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Creates a checklist from your spoiler log. &lt;br /&gt;
&lt;br /&gt;
*Marking checks as completed shows the item they had. &lt;br /&gt;
&lt;br /&gt;
*Option to show all spoilers. &lt;br /&gt;
&lt;br /&gt;
*Option to share a link to your spoiler log checklist. Useful for support.&amp;amp;nbsp;;) &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Spoilizer.png|300x169px|Spoilizer.png]][[File:Spoilizer2.png|800x450px|Spoilizer2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Soli&#039;s Circus Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://soilflux.github.io/tracker/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Checklist Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*An item tracker. &lt;br /&gt;
&lt;br /&gt;
*Shows available checks in list format.&lt;br /&gt;
&lt;br /&gt;
*Space for writing down hints. &lt;br /&gt;
&lt;br /&gt;
*Key counts.&lt;br /&gt;
&lt;br /&gt;
*Shows how many checks remain.&lt;br /&gt;
&lt;br /&gt;
*Shows required/useful items for clearing adult dungeons.&lt;br /&gt;
&lt;br /&gt;
*Click the small &amp;lt;code&amp;gt;halp&amp;lt;/code&amp;gt; button in the column next to the patch notes for more info.&lt;br /&gt;
&lt;br /&gt;
*Note that in its current state, this tracker &#039;&#039;&#039;is&#039;&#039;&#039; race-legal.&lt;br /&gt;
&lt;br /&gt;
[[File:soli1.png|544x306px|soli1.png]][[File:soli2.png|544x306px|soli2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;TOoTR ER Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://mracsys.github.io/tootr/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance/Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome, iOS&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Configurable Entrance Randomizer options from full ER to individual settings &lt;br /&gt;
&lt;br /&gt;
*Interior locations listed under their corresponding shuffled entrance &lt;br /&gt;
&lt;br /&gt;
*Vanilla/MQ dungeon checklists &lt;br /&gt;
&lt;br /&gt;
*Supports Dev-R branch-exclusive mixed entrance pools and decoupled entrances &lt;br /&gt;
&lt;br /&gt;
*Auto-saves your progress. &lt;br /&gt;
&lt;br /&gt;
[[File:Mracsysoverworld.png|560x315px|mracsysoverworld.png]][[File:Tootrdungeons.png|560x315px|tootrdungeons.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vado&#039;s Checklist&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://vadorando.com/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Checklist&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple checklist for keeping track of which checks you&#039;ve gotten. &lt;br /&gt;
&lt;br /&gt;
*Supports MQ, tokensanity and scrubsanity, but not cowsanity, bean shuffle or keysanity. &lt;br /&gt;
&lt;br /&gt;
*Filter out checks you&#039;ve done. &lt;br /&gt;
&lt;br /&gt;
[[File:Vadorando1.png|800x450px|Vadorando1.png]][[File:Vadorando2.png|800x450px|Vadorando2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://ootr-random-settings-tracker.web.app/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerXoparWebTrackerDimmed.jpg|600x388px|TrackerXoparWebTrackerDimmed.jpg]] [[File:TrackerXoparWebTrackerLit.jpg|600x388px|TrackerXoparWebTrackerLit.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;ZidArgs Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
(formerly known as 2deep4real)&lt;br /&gt;
&lt;br /&gt;
[https://track-oot.net/ Link] || [https://dev.track-oot.net/ beta / in-development version] || [https://discord.com/invite/wgFVtuv Discord]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Browser Support (confirmed)&#039;&#039;&#039;: Microsoft Edge, Mozilla Firefox, Google Chrome&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Colored squares/circles indicating the &#039;&#039;&#039;logical&#039;&#039;&#039; availability of checks: green means all checks can be gotten with the current items, yellow means some but not all can be gotten, and red means no items can be gotten. &lt;br /&gt;
&lt;br /&gt;
*All &amp;quot;sanity&amp;quot; settings are supported. &lt;br /&gt;
&lt;br /&gt;
*Automatic configuration of the tracker is supported, simply import a Spoiler Log via the Extras menu. You can choose what you want it to automatically configure (choose how much is spoiled): &lt;br /&gt;
**Settings &lt;br /&gt;
**Starting Items &lt;br /&gt;
**Entrances (Entrance Randomizer) &lt;br /&gt;
**Shop Contents &lt;br /&gt;
**Mark areas Barren/Way of the Hero &lt;br /&gt;
**Indicate required Ganon Trials &lt;br /&gt;
**Indicate which dungeons are Vanilla or Master Quest &lt;br /&gt;
**Reveal all item locations &lt;br /&gt;
**And more...   &lt;br /&gt;
&lt;br /&gt;
*Save and load your progress. &lt;br /&gt;
*A tab for taking notes (e.g. hints). &lt;br /&gt;
*Shop contents for Shopsanity. &lt;br /&gt;
*Songsanity configuration &lt;br /&gt;
*Way of the Hero &amp;amp; Barren indicators &lt;br /&gt;
*Network/Multiplayer mode, multiple people can manage the tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:2deep4real.png|544x306px|2deep4real.png]][[File:2deep4realshops.png|560x315px|2deep4realshops.png]][[File:2deep4realsettings1.png|560x315px|2deep4realsettings1.png]][[File:2deep4realsettings2.png|560x315px|2deep4realsettings2.png]][[File:2Deep4Real Spoiler Log Import UI.png|560x480px|2Deep4Real Spoiler Log Import UI.png]]&lt;br /&gt;
&lt;br /&gt;
= Downloadable Trackers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=== &#039;&#039;&#039;Automatic Item Tracker v8&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOig Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker  --&amp;gt;&amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;!--&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch.&lt;br /&gt;
&lt;br /&gt;
[[File:Autov8.png|560x315px|Autov8.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Barinade&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DOif Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Emulator Support (confirmed)&#039;&#039;&#039;: Project64, Bizhawk, Retroarch&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking on Project 64, Bizhawk and RetroArch. &lt;br /&gt;
&lt;br /&gt;
*Customizable colors, item icons and more. &lt;br /&gt;
&lt;br /&gt;
*Supports MMR. &lt;br /&gt;
&lt;br /&gt;
[[File:Barinade.png|650x366px|Barinade.png]][[File:Barinade2.png|650x366px|Barinade2.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Countdhoun&#039;s Map Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://countdhoun.itch.io/countdhouns-item-tracker Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Map Tracker without logic. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and random song notes. &lt;br /&gt;
&lt;br /&gt;
*Save load up to 6 trackers. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout and background. &lt;br /&gt;
&lt;br /&gt;
[[File:Countdhoun.png|800×388px|Countdhoun_Tracker.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cuyler&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jl Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Automatically adjusts the layout upon resizing of window. &lt;br /&gt;
&lt;br /&gt;
[[File:Cuyler.png|560x315px|Cuyler.png]] &amp;lt;!-- === &#039;&#039;&#039;Emperor Koala&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Emperor-Koala/tootr#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supported on Android, iOS, Linux, macOS, and Windows&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerKoalaTrackerV1.png|276x367px|TrackerKoalaTrackerV1.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fenhl&#039;s Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fenhl/oottracker#readme Link] &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports manual tracking on macOS 10.9+ and Windows systems &lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.6+, Project64 3.0.0+, and RetroArch 1.8.5+ &lt;br /&gt;
*Can connect to the networked trackers [https://oot-tracker.web.app/ https://oot-tracker.web.app/], [https://ootr-tracker.web.app/ https://ootr-tracker.web.app/] and [https://ootr-random-settings-tracker.web.app/ https://ootr-random-settings-tracker.web.app/] &lt;br /&gt;
&lt;br /&gt;
[[File:Fenhl Tracker Mactintosh.png|276x367px]][[File:Fenhl Tracker - Windows.png|276x367px]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Draeko/ootr_gst/tree/ladder_version/Latest Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with space for hints and a built-in timer. &lt;br /&gt;
&lt;br /&gt;
*Customizable layout. The default layout suits standard weeklies, and a layout for the Scrub Tournament preset can be found in their own Discord. Read the readme for instructions on how to change layouts. &lt;br /&gt;
&lt;br /&gt;
*Drag &#039;n Drop items/songs to mark song locations and hints. &lt;br /&gt;
&lt;br /&gt;
*Supports both N64 and 3DS item icons. &lt;br /&gt;
&lt;br /&gt;
[[File:Gossipstones.png|650x366px|Gossipstones.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gossip Stones Tracker HD&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/HapaxL/GSTHD#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
All features from Drekorig&#039;s original Gossip Stones tracker, with many additional changes (see Readme for more details):&lt;br /&gt;
&lt;br /&gt;
*Simple tracker features, including management of medallions and hints (including Goal Hints and Last WotH support)&lt;br /&gt;
&lt;br /&gt;
*Drag &amp;amp; Drop elements (items/songs/medallions/bottles/etc.) onto &amp;quot;Gossip Stones&amp;quot; to mark song locations and hints, and drag them around from Gossip Stone to Gossip Stone&lt;br /&gt;
&lt;br /&gt;
*Fully customizable layout with many features (dungeon names, default icon sets, colors, labels, textboxes, bulk-adding Gossip Stones, Majora&#039;s Mask icons...)&lt;br /&gt;
&lt;br /&gt;
*Numerous control scheme features and options&lt;br /&gt;
&lt;br /&gt;
*Menu bar for quick access to some settings&lt;br /&gt;
&lt;br /&gt;
*Actively maintained, with many user-made layouts available online &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHapaxGossipStonesTrackerHDV1.png|650x366px|TrackerHapaxGossipStonesTrackerHDV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HoodTracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hoodedpaladin/HoodTracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location/Entrance Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Handles Entrance Shuffle &lt;br /&gt;
*Uses the Randomizer logic directly &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerHoodTrackerV1.png|641x499px|TrackerHoodTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ivan Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DNro Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker with a timer and space for noting hints. The hints section uses the hint distribution of the weeklies. &lt;br /&gt;
&lt;br /&gt;
*The tracker can be operated thru keyboard or mouse. Read the readme carefully to learn how to use it. &lt;br /&gt;
&lt;br /&gt;
*Built-in input viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Ivan.png|650x366px|Ivan.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;LinSo&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/vYrNGweu Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows, Mac, Linux --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
[[File:Linso.png|560x315px|Linso.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lobsterzelda&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Lobsterzelda/OOT_Randomizer_Entrance_Tracker#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Randomizer Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Users can set/view/delete connections between entrances &lt;br /&gt;
*Users can set warp song destinations &lt;br /&gt;
*Users can set Link&#039;s spawn point after save-warping as adult &amp;amp; child &lt;br /&gt;
*Users can set reminders &lt;br /&gt;
*Users can view the shortest path between two entrances (and can also exclude certain entrances from being included in this path) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerLobsterTrackerV1.png|800x463px|TrackerLobsterTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;rattus128&#039;s Entrance Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/DBxi Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Entrance Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A graphical Entrance Tracker. &lt;br /&gt;
&lt;br /&gt;
*Connect regions by drawing lines. Read the readme to learn how to use this tracker. &lt;br /&gt;
&lt;br /&gt;
*Lots of screen space is strongly recommended. &lt;br /&gt;
&lt;br /&gt;
[[File:Rattrack.png|800x450px|Rattrack.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Riptide&#039;s Auto Tracker&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/RiptideSage/OoT-CompletedChecks#readme Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Location Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Bizhawk 2.3 &lt;br /&gt;
*Every time you run this tracker, it gives you a list of locations you haven&#039;t checked (it doesn&#039;t run continously) &lt;br /&gt;
&lt;br /&gt;
[[File:TrackerRiptideTrackerV1.png|310x599px|TrackerRiptideTrackerV1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tracker of Time&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
[https://github.com/Selene-T/Tracker-of-Time/releases/ Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item/Location Tracker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports auto-tracking with Project64 3.0.0+, RetroArch, Bizhawk 2.7.0+, Mupen64Plus (July 13, 2021 to March 31, 2022), and Rosalie&#039;s Mupen GUI (RMG v0.1.3+)&lt;br /&gt;
*Works with both Archipelago and OoTRandomizer games&lt;br /&gt;
*Displays item quantity, bottle contents, heart pieces, player&#039;s name, and more!&lt;br /&gt;
*Logic tracking!&lt;br /&gt;
*Mark what dungeons your stones or medallions are in&lt;br /&gt;
*Gold Skulltula, Scrub Shuffle, Cow Shuffle, and Shopsanity support!&lt;br /&gt;
*Multiple themes&lt;br /&gt;
*View what checks you are missing, have already found, and even force some to count as checked!&lt;br /&gt;
&lt;br /&gt;
[[File:TrackerOfTimeV5.jpg|576x911px|TrackerOfTimeV5.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tyrus&#039;s Green Rupee Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://bombch.us/C8jm Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Green Rupee Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A Green Rupee Tracker. &lt;br /&gt;
&lt;br /&gt;
*Doesn&#039;t support MQ. &lt;br /&gt;
&lt;br /&gt;
[[File:Tyrus.png|560x315px|Tyrus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Zarby&#039;s &amp;amp; Numberplay&#039;s Item Tracker&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1w5yi11ikmkkpne/HudZeldaOoT.zip/file Link]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Option to force it to always be the topmost window. &lt;br /&gt;
&lt;br /&gt;
*Freely swap the item layout and change the background color. &lt;br /&gt;
&lt;br /&gt;
*See stats of when items have been marked. &lt;br /&gt;
&lt;br /&gt;
*Doubles as an Item Tracker for alttpr &lt;br /&gt;
&lt;br /&gt;
[[File:Zarbynumberplay.png|650x366px|Zarbynumberplay.png]]&lt;br /&gt;
&lt;br /&gt;
= EmoTracker = &amp;lt;!-- &#039;&#039;Operating System&#039;&#039;: Windows --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://emotracker.net/ EmoTracker] is a framework for item, map and entrance trackers for many different randomizers. There are several packages for OoTR, including elaborate map trackers.&lt;br /&gt;
&lt;br /&gt;
[[File:Emotrackerpackages.png|800x450px|Emotrackerpackages.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;coavins&#039; Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races.|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A fork of [https://wiki.ootrandomizer.com/index.php?title=Trackers#Hamsda.27s_Package Hamsda&#039;s Package] that added auto-tracker support.&lt;br /&gt;
&lt;br /&gt;
*Shares all the other features of Hamsda&#039;s Package. The packages can be distinguished by the auto-tracker robot icon in the item tracker portion.&lt;br /&gt;
&lt;br /&gt;
*The package and setup instructions can be found on [https://github.com/coavins/EmoTrackerPacks the github page].&lt;br /&gt;
&lt;br /&gt;
[[File:coavins.png|800x450px|coavins.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fouton&#039;s PugHUD Package&#039;&#039;&#039; ===&lt;br /&gt;
{{race rule|rule=You may not use this tracker during a Racetime or SpeedRunsLive race except for some [[Dungeon Door Requirement|DDR]] races|This gives an unfair advantage to users able to use them since there are currently no auto trackers for console players and they are also contentious in general for randomizers}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Has an option to track the number of chests opened in each of the main dungeons. &lt;br /&gt;
&lt;br /&gt;
[[File:Pughud.png|560x315px|Pughud.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hamsda&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item, Map and Entrance Trackers&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Contains Item, Map and Entrance Trackers. &lt;br /&gt;
&lt;br /&gt;
*Supports all sanities and settings. &lt;br /&gt;
&lt;br /&gt;
*Map trackers have colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten, blue means items can be peeked, and yellow means items can be gotten with logical tricks or glitches. &lt;br /&gt;
&lt;br /&gt;
*Can mark off Gossip Stones that have been read. &lt;br /&gt;
&lt;br /&gt;
*[https://github.com/Hamsda/OoTRMapTracker/blob/master/README.md Readme] &lt;br /&gt;
&lt;br /&gt;
[[File:Hamsdapackages.png|300x169px|Hamsdapackages.png]]&amp;lt;br/&amp;gt; [[File:Hamsda1.png|800x450px|Hamsda1.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;JRJathome&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:JRJathome.png|560x315px|JRJathome.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Raikaru&#039;s &amp;amp; atz&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Raikaruatz.png|560x315px|Raikaruatz.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xopar&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Item Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*A simple Item Tracker. &lt;br /&gt;
&lt;br /&gt;
*Supports keysanity. &lt;br /&gt;
&lt;br /&gt;
[[File:Xopar.png|600x388px|Xopar.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Darkened5ky&#039;s &amp;amp; Spleebie&#039;s Package&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: According to the creators themselves this package is very out of date with logic and will therefore probably be changed to an item-only package in the near future due to neither of them having the desire/time to keep it updated. Use at your own risk.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker type&#039;&#039;&#039;: Map Tracker&amp;lt;br/&amp;gt; &#039;&#039;&#039;Features&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Supports keysanity and different DoT, forest and rainbow bridge options. &lt;br /&gt;
&lt;br /&gt;
*Has colored squares indicating the logical availability of checks: green means all checks can be gotten with the current items, orange means some but not all can be gotten. &lt;br /&gt;
&lt;br /&gt;
[[File:Darkened5kyspleebie.png|800x450px|Darkened5kyspleebie.png]]&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=File:Countdhoun_Tracker.png&amp;diff=2963</id>
		<title>File:Countdhoun Tracker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=File:Countdhoun_Tracker.png&amp;diff=2963"/>
		<updated>2022-06-17T21:08:02Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=2931</id>
		<title>HiRes Texture Packs</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;diff=2931"/>
		<updated>2022-03-31T17:55:30Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Bizhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race rule|rule=Texture Packs are not allowed|Modified textures can give an advantage over other racers}}&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|3}}&lt;br /&gt;
&lt;br /&gt;
== Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
To apply texture packs in [[Bizhawk]] you need to do the following steps:&lt;br /&gt;
&lt;br /&gt;
# Start Bizhawk and open the &#039;&#039;&#039;N64 Plugin Settings&#039;&#039;&#039;&lt;br /&gt;
# Select &#039;&#039;&#039;GLideN64&#039;&#039;&#039; and either select the &#039;&#039;&#039;Texture&#039;&#039;&#039; settings tab (older versions) or scroll down to the &#039;&#039;&#039;Texture Enhancement&#039;&#039;&#039; section (newer versions).&lt;br /&gt;
# &#039;&#039;&#039;Enable&#039;&#039;&#039; the following options:&lt;br /&gt;
#* HiresTextures/Texture Hires Enable&lt;br /&gt;
#* Hires Full Alpha Channel/Texture Hires Full Alpha Channel&lt;br /&gt;
#* Texture Cache Compression&lt;br /&gt;
#* Save Texture Cache/Texture Save Texture Cache [[File:BizhawkTextureSettings.png|720px|thumb|center|How your settings should look &#039;&#039;&#039;(Old Bizhawk version)&#039;&#039;&#039;]][[File:BizhawkTexturePluginSettingsV2.5+.png|thumb|center|720px|How your settings should look &#039;&#039;&#039;(New Bizhawk version)&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# Download your favourite texture pack for GLide64 in &#039;&#039;&#039;.htc format&#039;&#039;&#039;. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk]) or see the [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&amp;amp;action=submit#Rice-style_packs|instructions below for compiling your own using Project64].&lt;br /&gt;
# Make sure the filename of the downloaded pack is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Put the file in the following folder: &amp;lt;code&amp;gt;%UserProfile%\AppData\Roaming\Mupen64Plus\cache&amp;lt;/code&amp;gt;&lt;br /&gt;
#* If there is &#039;&#039;&#039;&#039;&#039;no&#039;&#039;&#039;&#039;&#039; cache folder, visit &amp;lt;code&amp;gt;UserProfile%\AppData\Roaming\Mupen64Plus\&amp;lt;/code&amp;gt; and create one! &lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePath.png|thumb|center|720px|Where your htc file should go.]]&lt;br /&gt;
&lt;br /&gt;
If done correctly you should immediately see the new textures.&lt;br /&gt;
&lt;br /&gt;
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]&lt;br /&gt;
&lt;br /&gt;
A future update to Bizhawk will add support for HTS texture packs (currently only HTC packs are supported)&lt;br /&gt;
&lt;br /&gt;
== RetroArch ==&lt;br /&gt;
&lt;br /&gt;
For hi-res texture packs on [[Retroarch]], you will need to be running the &#039;&#039;&#039;Mupen64Plus&#039;&#039;&#039; core; ParaLLEL does not support them as it doesn&#039;t use the GLideN64 video plugin.&lt;br /&gt;
&lt;br /&gt;
#You will first need to obtain a compatible .HTC texture pack [http://www.emutalk.net/forums/134-Completed-Projects (e.g. from the completed projects section on emutalk)]. &lt;br /&gt;
#Navigate to your RetroArch installation folder (By default, this is &amp;lt;code&amp;gt;%AppData%\RetroArch&amp;lt;/code&amp;gt; on Windows) &lt;br /&gt;
#Navigate to &amp;lt;code&amp;gt;.\system\Mupen64plus\cache&amp;lt;/code&amp;gt; (create the cache folder if it doesn&#039;t exist) &lt;br /&gt;
#Place your texture packs within the &amp;lt;code&amp;gt;cache&amp;lt;/code&amp;gt; folder&#039;&#039;&#039;. The texture pack MUST be named &amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;b&amp;gt;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&amp;lt;/b&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;&#039;&#039;&#039; &lt;br /&gt;
#Load the ROM with the Mupen64Plus core selected &lt;br /&gt;
#Finally, enable the option &amp;lt;code&amp;gt;Quick Menu -&amp;gt; Options -&amp;gt; Use High-Res textures&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Use High-Res Full Alpha Channel&amp;lt;/code&amp;gt; &lt;br /&gt;
#Reload the content &lt;br /&gt;
#You should now have your texture pack active. &lt;br /&gt;
&lt;br /&gt;
== Project64 ==&lt;br /&gt;
&lt;br /&gt;
First, make sure you have the 3.0+ build of [https://www.pj64-emu.com/public-releases Project64.] &lt;br /&gt;
&lt;br /&gt;
Project64&#039;s GLideN64 plugin is needed to use texture packs. Project64 can use precompiled HTC texture packs like the other emulators, but it can also compile HTC texture packs from Rice-format texture packs (large collections of .PNG files). This process can also be used to create HTC texture packs for the other emulators to use.&lt;br /&gt;
&lt;br /&gt;
Launch Project64 and go to &amp;lt;code&amp;gt;Options &amp;gt; Settings &amp;gt; Plugins&amp;lt;/code&amp;gt; and set your video/gfx plugin to the &#039;&#039;&#039;GLideN64&#039;&#039;&#039; option. Hit OK.&lt;br /&gt;
&lt;br /&gt;
Next go to &amp;lt;code&amp;gt;Options &amp;gt; Configure Graphics Plugin &amp;gt; Texture enhancement&amp;lt;/code&amp;gt; and make sure the following options are enabled:&lt;br /&gt;
* Use Texture Pack&lt;br /&gt;
* Use full transparencies&lt;br /&gt;
* Save enhanced texture cache to hard disk&lt;br /&gt;
* Compress texture cache&lt;br /&gt;
&lt;br /&gt;
=== Precompiled .HTC Packs ===&lt;br /&gt;
&lt;br /&gt;
Extract the .HTC to &amp;lt;code&amp;gt;\Project64\Plugin\GFX\GLideN64\cache\&amp;lt;/code&amp;gt; and make sure its name is &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA_HIRESTEXTURES.htc&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You should now be able to see the modified texture pack in-game.&lt;br /&gt;
&lt;br /&gt;
=== Compiling an HTC File from a Rice-format Pack ===&lt;br /&gt;
&lt;br /&gt;
Extract the &#039;&#039;&#039;GAME NAME FOLDER&#039;&#039;&#039; (i.e. &#039;&#039;&#039;&#039;&#039;THE LEGEND OF ZELDA&#039;&#039;&#039;&#039;&#039;) to &amp;lt;code&amp;gt;\Project64\Plugin\GFX\GLideN64\hires_texture\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launch Project64. It may take a while for the GLideN64 cache file to be compiled. &lt;br /&gt;
&lt;br /&gt;
Once Project64 has successfully launched the game with the texture pack in question and the GLideN64 cache file has shown up in &amp;lt;code&amp;gt;\Project64\Plugin\GFX\GLideN64\cache\&amp;lt;/code&amp;gt;, you can now safely delete the files from &amp;lt;code&amp;gt;\Project64\Plugin\GFX\GLideN64\hires_texture\&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=2930</id>
		<title>Master Quest Dungeon Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=2930"/>
		<updated>2022-03-31T16:28:26Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: /* Spirit Temple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These requirements were designed with newer players in mind, so they mention few enable-able tricks and no glitches banned under the [[Standard | Standard Ruleset]].&lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
== Inside the Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; - Required to light torches/webs and for enemies.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - Required to reach the compass room, though just reaching Gohma does not if using the [https://www.youtube.com/watch?v=fWV3XslET2Y B1 skip] (Note that this skip is harder on MQ due to the deku baba).&lt;br /&gt;
**If using the B1 skip to avoid the slingshot requirement in the basement, note that after defeating the room full of enemies you need to leave the room and re-enter for the door bars blocking the spinning log room to rise.&lt;br /&gt;
* &#039;&#039;&#039;Deku Shield&#039;&#039;&#039; - Required for the spinning log and Thirty One is Number Two.&lt;br /&gt;
** &#039;&#039;&#039;Hylian Shield&#039;&#039;&#039; will work for the spinning log room.&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Required for the chest after the spinning log.&lt;br /&gt;
* &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Not logically required with the Open Forest setting due to the versatility of Deku Sticks.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but useful.&lt;br /&gt;
* &#039;&#039;The compass room Skulltula requires the &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and either &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;, or a &#039;&#039;&#039;Bombchu&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;The basement ceiling Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Boomerang&#039;&#039;&#039;, whereas the mud wall Skulltula requires &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and &#039;&#039;&#039;explosives&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
These requirements assume adult access to Dodongo&#039;s Cavern.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - Sufficient for the first level checks. Strength 1 can also be used to beat King Dodongo after the eyes are lit.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; or [https://www.youtube.com/watch?v=trTE0rPwd7c&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=3 Skillful use of the &#039;&#039;&#039;Bow&#039;&#039;&#039;] - Reach the second floor checks.&lt;br /&gt;
** Alternatively, &#039;&#039;&#039;Hammer&#039;&#039;&#039; can be used to loop around backwards.&lt;br /&gt;
* A &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Open the Gohma Larva room as adult. Can be done as child with &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; or &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - This is to light the eyes, but note Bombchus are not in logic. Bombchus also require a [https://www.youtube.com/watch?v=NwjN9Wg1KhU difficult trick] to be used against King Dodongo, so without Strength, Bomb Bag is usually required.&lt;br /&gt;
* &#039;&#039;1F right room Skulltula requires &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and either &#039;&#039;&#039;Strength 1&#039;&#039;&#039;, &#039;&#039;&#039;Explosives&#039;&#039;&#039;, or &#039;&#039;&#039;Bow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;1F left room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Upper Lizalfos Skulltula requires &#039;&#039;&#039;Explosives&#039;&#039;&#039; or &#039;&#039;&#039;Hammer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu-Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039; OR &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required to enter Zora&#039;s Domain. While not part of the weekly settings, the trick [https://www.youtube.com/watch?v=o-Q29_V70II&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=15 &amp;quot;Zora&#039;s Domain Entry with Cucco&amp;quot;] can be used to reduce this requirement to either &#039;&#039;&#039;scale&#039;&#039;&#039; or &#039;&#039;&#039;explosives&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Unless the settings already moved King Zora.&lt;br /&gt;
* &#039;&#039;&#039;Bottled Fish&#039;&#039;&#039; - Easy to get in Zora&#039;s Domain if Ruto&#039;s Letter was required and entrance randomizer is off.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - The cows react exclusively to slingshot, so this is hard required to get past the first room.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required for three checks plus Skulltulas.&lt;br /&gt;
* &#039;&#039;&#039;Boomerang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; or &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - There is a pot with sticks in Zora&#039;s Domain.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but extremely useful.&lt;br /&gt;
* &#039;&#039;The Boomerang Room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, but can be acquired with just &#039;&#039;&#039;boomerang&#039;&#039;&#039; angled to pass through the SoT block.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The invisible enemy room Skulltula requires &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;. This is one of the more difficult Lens requirements to skip because the Keese like to perch and fly outside targeting range.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039; - For Temple entry and skulltulas, not necessarily needed to complete the temple itself depending on key layout. The island chest is intended to be reached from above through the falling ceiling room.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - For the blocks in the room to the left.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the chest behind the lobby. But if key logic allows, this room can instead be accessed by dropping down from the bow room above and then savewarping out of the room. Potentially also for reaching the top platforms in the east courtyard.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039; - May be required to reach the east courtyard from the west without bow by longshotting the well vines to swim through. (Possible with only hookshot, but not in default logic.) Could also be required to reach top platforms of the east courtyard without Bow, Hover Boots or Song of Time.&lt;br /&gt;
** &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; - Can be used to go from one courtyard to the other through the well.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used in several OR scenarios in logic, but the chances that it&#039;s the only logical way to a chest are slim.&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Can be used in place of bow to reach the falling ceiling room.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Typically Fire Arrows are preferable to Din&#039;s due to the way the puzzles are made in MQ Fire Temple.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; - Even if Din&#039;s is the fire source, the bow is needed to carry the fire across the rooms.&lt;br /&gt;
* &#039;&#039;&#039;Bombs&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not typically in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Hard required to damage Volvagia.&lt;br /&gt;
* &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039; - Can be skipped by finding enough heart containers to sufficiently extend the heat timer, but this is out of logic.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to reach the tower which uses Scarecrow&#039;s Song in vanilla (can be bypassed with &#039;&#039;&#039;Longshot&#039;&#039;&#039;) and the room off the fire wall maze.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used to reach Volvagia without dropping the pillar. There is a glitchless jump trick to bypass this requirement called [https://www.youtube.com/watch?v=OtNH5K7Jgus&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=24 &amp;quot;Fire Temple Boss Door without Hover Boots or Pillar.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Required unless the King Zora setting is either Open or Open as Adult and another &#039;&#039;&#039;Bottle&#039;&#039;&#039; was already obtained.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - This, plus the bottle from Ruto&#039;s Letter, is enough to reach the song check.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Song of Time&#039;&#039;&#039;, and &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - Only necessary for Skulltulas.&#039;&#039;&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Scarecrow&#039;s Song or [https://www.youtube.com/watch?v=h7bPqcbuV14 a difficult glitchless jump].&lt;br /&gt;
* &#039;&#039;A 2nd &#039;&#039;&#039;Bottle&#039;&#039;&#039; - Not required, but makes progression far quicker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039;&lt;br /&gt;
** It is in logic to open the Water Temple with the Longshot and then dive into the entrance with the Gold Scale, but only the top level is in logic (which is only relevant if keys are removed or can be found outside their own dungeon).&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - In Master Quest, this is given immediately and is therefore required for much more of the dungeon than in Vanilla.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Bow&#039;&#039;&#039; - Required for one basement Skulltula where three torches are out of Din&#039;s Fire range. They can mostly replace the Din&#039;s Fire requirement out of logic, but be aware that when the torches are slanted, the hitbox remains vertical.&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the Central Pillar Chest.&lt;br /&gt;
** &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - For the Freestanding Key and basement Skulltulas.&lt;br /&gt;
** &#039;&#039;&#039;Zora&#039;s Tunic&#039;&#039;&#039; - Under weekly settings (the trick &amp;quot;Fewer Tunic Requirements&amp;quot; is enabled), this is only expected for the central pillar chest.&lt;br /&gt;
** Very rarely, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; may be needed if Scarecrow&#039;s Song is not available.&lt;br /&gt;
&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Storms&#039;&#039;&#039; - Required for entry.&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;/&#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Jumpslash the crystal switch by the song Triforce to lower the water level.&lt;br /&gt;
** In the weekly settings, the trick [https://www.youtube.com/watch?v=gROY5Y66xeA&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=11 &amp;quot;Child Deadhand without Kokiri Sword&amp;quot;] is enabled and so removes the Kokiri Sword requirement.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic. Also count as a projectile to hit the hidden crystal switch past the second crawl space.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - Opens the gates around the central area. Can be skipped with the trick &amp;quot;Bottom of the Well MQ Jump Over the Pits&amp;quot; enabled, using explosives and a backflip/sidehop over the pit. (This trick is not part of weekly settings, but is easy enough to be mentioned here.)&lt;br /&gt;
&lt;br /&gt;
Scale is never required. Normal dive is enough to reach the coffin room.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Nocturne of Shadow&#039;&#039;&#039; - Necessary to reach entrance.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Necessary to open entrance.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Hookshot is mostly sufficient, but five checks requires Longshot. So it is more than likely Longshot will be required for key logic.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - For the ferry.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - Weekly settings remove this requirement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Ground ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - For the hidden ceiling chest and exiting the blue fire room.&lt;br /&gt;
* &#039;&#039;&#039;Bottle&#039;&#039;&#039; - For blue fire to melt the red ice wall.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Drops the Ice Arrows chest and opens the right side doors.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to climb the ledge before the eye statue room as the Hookshot Target is removed in Master Quest.&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Ocarina and Song of Time in the room with the Blue Fire.&lt;br /&gt;
* &#039;&#039;&#039;Strength 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; and &#039;&#039;&#039;Zora Tunic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
* A Method to the Colossus &lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Epona&#039;s Song&#039;&#039;&#039;, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Boulders block child access above the first floor and adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Silver Gauntlets&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic for remaining checks beyond initial access where they are required.&lt;br /&gt;
* &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; - Required to lower the sun platform to open the way to the boss room. Also used to drop the paradox chest in the lower child area.&lt;br /&gt;
* &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Very likely to be required. Used in entirely too many rooms in this dungeon.&lt;br /&gt;
** &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Required as child on the 1st Floor.&lt;br /&gt;
** &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slingshot&#039;&#039;&#039; and/or &#039;&#039;&#039;Boomerang&#039;&#039;&#039; - Boomerang is good to replace Slingshot for one chest and a Skulltula, other uses require the Slingshot.&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;All Child Songs except Saria&#039;s&#039;&#039;&#039; - Required for the Symphony Room.&lt;br /&gt;
&lt;br /&gt;
== Inside Ganon&#039;s Castle ==&lt;br /&gt;
&lt;br /&gt;
Ganon&#039;s Castle has five scrubs and fairies behind an invisible wall on the ground just below the entrance. They sell convenient refills if scrubsanity is off. In the weekly settings, the Lens of Truth isn&#039;t expected to access them.&lt;br /&gt;
&lt;br /&gt;
=== Forest Trial ===&lt;br /&gt;
&lt;br /&gt;
Two Chests: First requires &#039;&#039;&#039;Bow&#039;&#039;&#039; and the second requires &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and a &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;.&lt;br /&gt;
The Freestanding Item requires a &#039;&#039;&#039;Hookshot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; are required to complete the trial. &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; are useful here, but not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
=== Fire Trial ===&lt;br /&gt;
&lt;br /&gt;
No Chests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, and &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039;/&#039;&#039;&#039;Wallet&#039;&#039;&#039; to buy a tunic are required to complete the trial.&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; can be used in place of Longshot.&lt;br /&gt;
&lt;br /&gt;
=== Water Trial ===&lt;br /&gt;
&lt;br /&gt;
One Chest: A &#039;&#039;&#039;Bottle&#039;&#039;&#039; is required to melt red ice. &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; is available within the trial.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bottle&#039;&#039;&#039; and &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; are all that is required to complete the trial as well.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Trial ===&lt;br /&gt;
&lt;br /&gt;
First Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; or the combination of a &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and a &#039;&#039;&#039;Fire Source&#039;&#039;&#039; (and possibly &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; depending on settings) are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Trial ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; are required to pass the first room to reach any chests. Bow is not required with the trick &#039;&#039;Hammer Rusted Switches Through Walls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First Chest: No additional requirements.&lt;br /&gt;
&lt;br /&gt;
Second Chest: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Four Chests in the Sun Room: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;, &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All these requirements are needed to beat the trial, except Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Light Trial ===&lt;br /&gt;
&lt;br /&gt;
Only Chest: &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; are required to complete the trial.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=2929</id>
		<title>Master Quest Dungeon Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=2929"/>
		<updated>2022-03-31T16:26:47Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Forest Temple fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These requirements were designed with newer players in mind, so they mention few enable-able tricks and no glitches banned under the [[Standard | Standard Ruleset]].&lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
== Inside the Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; - Required to light torches/webs and for enemies.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - Required to reach the compass room, though just reaching Gohma does not if using the [https://www.youtube.com/watch?v=fWV3XslET2Y B1 skip] (Note that this skip is harder on MQ due to the deku baba).&lt;br /&gt;
**If using the B1 skip to avoid the slingshot requirement in the basement, note that after defeating the room full of enemies you need to leave the room and re-enter for the door bars blocking the spinning log room to rise.&lt;br /&gt;
* &#039;&#039;&#039;Deku Shield&#039;&#039;&#039; - Required for the spinning log and Thirty One is Number Two.&lt;br /&gt;
** &#039;&#039;&#039;Hylian Shield&#039;&#039;&#039; will work for the spinning log room.&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Required for the chest after the spinning log.&lt;br /&gt;
* &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Not logically required with the Open Forest setting due to the versatility of Deku Sticks.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but useful.&lt;br /&gt;
* &#039;&#039;The compass room Skulltula requires the &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and either &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;, or a &#039;&#039;&#039;Bombchu&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;The basement ceiling Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Boomerang&#039;&#039;&#039;, whereas the mud wall Skulltula requires &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and &#039;&#039;&#039;explosives&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
These requirements assume adult access to Dodongo&#039;s Cavern.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - Sufficient for the first level checks. Strength 1 can also be used to beat King Dodongo after the eyes are lit.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; or [https://www.youtube.com/watch?v=trTE0rPwd7c&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=3 Skillful use of the &#039;&#039;&#039;Bow&#039;&#039;&#039;] - Reach the second floor checks.&lt;br /&gt;
** Alternatively, &#039;&#039;&#039;Hammer&#039;&#039;&#039; can be used to loop around backwards.&lt;br /&gt;
* A &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Open the Gohma Larva room as adult. Can be done as child with &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; or &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - This is to light the eyes, but note Bombchus are not in logic. Bombchus also require a [https://www.youtube.com/watch?v=NwjN9Wg1KhU difficult trick] to be used against King Dodongo, so without Strength, Bomb Bag is usually required.&lt;br /&gt;
* &#039;&#039;1F right room Skulltula requires &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and either &#039;&#039;&#039;Strength 1&#039;&#039;&#039;, &#039;&#039;&#039;Explosives&#039;&#039;&#039;, or &#039;&#039;&#039;Bow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;1F left room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Upper Lizalfos Skulltula requires &#039;&#039;&#039;Explosives&#039;&#039;&#039; or &#039;&#039;&#039;Hammer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu-Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039; OR &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required to enter Zora&#039;s Domain. While not part of the weekly settings, the trick [https://www.youtube.com/watch?v=o-Q29_V70II&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=15 &amp;quot;Zora&#039;s Domain Entry with Cucco&amp;quot;] can be used to reduce this requirement to either &#039;&#039;&#039;scale&#039;&#039;&#039; or &#039;&#039;&#039;explosives&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Unless the settings already moved King Zora.&lt;br /&gt;
* &#039;&#039;&#039;Bottled Fish&#039;&#039;&#039; - Easy to get in Zora&#039;s Domain if Ruto&#039;s Letter was required and entrance randomizer is off.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - The cows react exclusively to slingshot, so this is hard required to get past the first room.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required for three checks plus Skulltulas.&lt;br /&gt;
* &#039;&#039;&#039;Boomerang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; or &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - There is a pot with sticks in Zora&#039;s Domain.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but extremely useful.&lt;br /&gt;
* &#039;&#039;The Boomerang Room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, but can be acquired with just &#039;&#039;&#039;boomerang&#039;&#039;&#039; angled to pass through the SoT block.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The invisible enemy room Skulltula requires &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;. This is one of the more difficult Lens requirements to skip because the Keese like to perch and fly outside targeting range.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039; - For Temple entry and skulltulas, not necessarily needed to complete the temple itself depending on key layout. The island chest is intended to be reached from above through the falling ceiling room.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - For the blocks in the room to the left.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the chest behind the lobby. But if key logic allows, this room can instead be accessed by dropping down from the bow room above and then savewarping out of the room. Potentially also for reaching the top platforms in the east courtyard.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039; - May be required to reach the east courtyard from the west without bow by longshotting the well vines to swim through. (Possible with only hookshot, but not in default logic.) Could also be required to reach top platforms of the east courtyard without Bow, Hover Boots or Song of Time.&lt;br /&gt;
** &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; - Can be used to go from one courtyard to the other through the well.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used in several OR scenarios in logic, but the chances that it&#039;s the only logical way to a chest are slim.&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Can be used in place of bow to reach the falling ceiling room.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Typically Fire Arrows are preferable to Din&#039;s due to the way the puzzles are made in MQ Fire Temple.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; - Even if Din&#039;s is the fire source, the bow is needed to carry the fire across the rooms.&lt;br /&gt;
* &#039;&#039;&#039;Bombs&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not typically in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Hard required to damage Volvagia.&lt;br /&gt;
* &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039; - Can be skipped by finding enough heart containers to sufficiently extend the heat timer, but this is out of logic.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to reach the tower which uses Scarecrow&#039;s Song in vanilla (can be bypassed with &#039;&#039;&#039;Longshot&#039;&#039;&#039;) and the room off the fire wall maze.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used to reach Volvagia without dropping the pillar. There is a glitchless jump trick to bypass this requirement called [https://www.youtube.com/watch?v=OtNH5K7Jgus&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=24 &amp;quot;Fire Temple Boss Door without Hover Boots or Pillar.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Required unless the King Zora setting is either Open or Open as Adult and another &#039;&#039;&#039;Bottle&#039;&#039;&#039; was already obtained.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - This, plus the bottle from Ruto&#039;s Letter, is enough to reach the song check.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Song of Time&#039;&#039;&#039;, and &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - Only necessary for Skulltulas.&#039;&#039;&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Scarecrow&#039;s Song or [https://www.youtube.com/watch?v=h7bPqcbuV14 a difficult glitchless jump].&lt;br /&gt;
* &#039;&#039;A 2nd &#039;&#039;&#039;Bottle&#039;&#039;&#039; - Not required, but makes progression far quicker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039;&lt;br /&gt;
** It is in logic to open the Water Temple with the Longshot and then dive into the entrance with the Gold Scale, but only the top level is in logic (which is only relevant if keys are removed or can be found outside their own dungeon).&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - In Master Quest, this is given immediately and is therefore required for much more of the dungeon than in Vanilla.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Bow&#039;&#039;&#039; - Required for one basement Skulltula where three torches are out of Din&#039;s Fire range. They can mostly replace the Din&#039;s Fire requirement out of logic, but be aware that when the torches are slanted, the hitbox remains vertical.&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the Central Pillar Chest.&lt;br /&gt;
** &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - For the Freestanding Key and basement Skulltulas.&lt;br /&gt;
** &#039;&#039;&#039;Zora&#039;s Tunic&#039;&#039;&#039; - Under weekly settings (the trick &amp;quot;Fewer Tunic Requirements&amp;quot; is enabled), this is only expected for the central pillar chest.&lt;br /&gt;
** Very rarely, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; may be needed if Scarecrow&#039;s Song is not available.&lt;br /&gt;
&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Storms&#039;&#039;&#039; - Required for entry.&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;/&#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Jumpslash the crystal switch by the song Triforce to lower the water level.&lt;br /&gt;
** In the weekly settings, the trick [https://www.youtube.com/watch?v=gROY5Y66xeA&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=11 &amp;quot;Child Deadhand without Kokiri Sword&amp;quot;] is enabled and so removes the Kokiri Sword requirement.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic. Also count as a projectile to hit the hidden crystal switch past the second crawl space.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - Opens the gates around the central area. Can be skipped with the trick &amp;quot;Bottom of the Well MQ Jump Over the Pits&amp;quot; enabled, using explosives and a backflip/sidehop over the pit. (This trick is not part of weekly settings, but is easy enough to be mentioned here.)&lt;br /&gt;
&lt;br /&gt;
Scale is never required. Normal dive is enough to reach the coffin room.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Nocturne of Shadow&#039;&#039;&#039; - Necessary to reach entrance.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Necessary to open entrance.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Hookshot is mostly sufficient, but five checks requires Longshot. So it is more than likely Longshot will be required for key logic.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - For the ferry.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - Weekly settings remove this requirement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Ground ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - For the hidden ceiling chest and exiting the blue fire room.&lt;br /&gt;
* &#039;&#039;&#039;Bottle&#039;&#039;&#039; - For blue fire to melt the red ice wall.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Drops the Ice Arrows chest and opens the right side doors.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to climb the ledge before the eye statue room as the Hookshot Target is removed in Master Quest.&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Ocarina and Song of Time in the room with the Blue Fire.&lt;br /&gt;
* &#039;&#039;&#039;Strength 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; and &#039;&#039;&#039;Zora Tunic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
* A Method to the Colossus &lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Epona&#039;s Song&#039;&#039;&#039;, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Boulders block child access above the first floor and adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Silver Gauntlets&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic for remaining checks beyond initial access where they are required.&lt;br /&gt;
** &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; - Required to lower the sun platform to open the way to the boss room. Also used to drop the paradox chest in the lower child area.&lt;br /&gt;
* &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Very likely to be required. Used in entirely too many rooms in this dungeon.&lt;br /&gt;
** &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Required as child on the 1st Floor.&lt;br /&gt;
** &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slingshot&#039;&#039;&#039; and/or &#039;&#039;&#039;Boomerang&#039;&#039;&#039; - Boomerang is good to replace Slingshot for one chest and a Skulltula, other uses require the Slingshot.&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;All Child Songs except Saria&#039;s&#039;&#039;&#039; - Required for the Symphony Room.&lt;br /&gt;
&lt;br /&gt;
== Inside Ganon&#039;s Castle ==&lt;br /&gt;
&lt;br /&gt;
Ganon&#039;s Castle has five scrubs and fairies behind an invisible wall on the ground just below the entrance. They sell convenient refills if scrubsanity is off. In the weekly settings, the Lens of Truth isn&#039;t expected to access them.&lt;br /&gt;
&lt;br /&gt;
=== Forest Trial ===&lt;br /&gt;
&lt;br /&gt;
Two Chests: First requires &#039;&#039;&#039;Bow&#039;&#039;&#039; and the second requires &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and a &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;.&lt;br /&gt;
The Freestanding Item requires a &#039;&#039;&#039;Hookshot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; are required to complete the trial. &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; are useful here, but not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
=== Fire Trial ===&lt;br /&gt;
&lt;br /&gt;
No Chests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, and &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039;/&#039;&#039;&#039;Wallet&#039;&#039;&#039; to buy a tunic are required to complete the trial.&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; can be used in place of Longshot.&lt;br /&gt;
&lt;br /&gt;
=== Water Trial ===&lt;br /&gt;
&lt;br /&gt;
One Chest: A &#039;&#039;&#039;Bottle&#039;&#039;&#039; is required to melt red ice. &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; is available within the trial.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bottle&#039;&#039;&#039; and &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; are all that is required to complete the trial as well.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Trial ===&lt;br /&gt;
&lt;br /&gt;
First Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; or the combination of a &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and a &#039;&#039;&#039;Fire Source&#039;&#039;&#039; (and possibly &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; depending on settings) are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Trial ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; are required to pass the first room to reach any chests. Bow is not required with the trick &#039;&#039;Hammer Rusted Switches Through Walls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First Chest: No additional requirements.&lt;br /&gt;
&lt;br /&gt;
Second Chest: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Four Chests in the Sun Room: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;, &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All these requirements are needed to beat the trial, except Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Light Trial ===&lt;br /&gt;
&lt;br /&gt;
Only Chest: &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; are required to complete the trial.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=2928</id>
		<title>Master Quest Dungeon Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Master_Quest_Dungeon_Requirements&amp;diff=2928"/>
		<updated>2022-03-31T14:03:41Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Corrections to Spirit Temple&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These requirements were designed with newer players in mind, so they mention few enable-able tricks and no glitches banned under the [[Standard | Standard Ruleset]].&lt;br /&gt;
&lt;br /&gt;
{{quick reference pages}}&lt;br /&gt;
&lt;br /&gt;
== Inside the Deku Tree ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; - Required to light torches/webs and for enemies.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - Required to reach the compass room, though just reaching Gohma does not if using the [https://www.youtube.com/watch?v=fWV3XslET2Y B1 skip] (Note that this skip is harder on MQ due to the deku baba).&lt;br /&gt;
**If using the B1 skip to avoid the slingshot requirement in the basement, note that after defeating the room full of enemies you need to leave the room and re-enter for the door bars blocking the spinning log room to rise.&lt;br /&gt;
* &#039;&#039;&#039;Deku Shield&#039;&#039;&#039; - Required for the spinning log and Thirty One is Number Two.&lt;br /&gt;
** &#039;&#039;&#039;Hylian Shield&#039;&#039;&#039; will work for the spinning log room.&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039; - Required for the chest after the spinning log.&lt;br /&gt;
* &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Not logically required with the Open Forest setting due to the versatility of Deku Sticks.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but useful.&lt;br /&gt;
* &#039;&#039;The compass room Skulltula requires the &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and either &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;, or a &#039;&#039;&#039;Bombchu&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;The basement ceiling Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Boomerang&#039;&#039;&#039;, whereas the mud wall Skulltula requires &#039;&#039;&#039;Boomerang&#039;&#039;&#039; and &#039;&#039;&#039;explosives&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dodongo&#039;s Cavern ==&lt;br /&gt;
&lt;br /&gt;
These requirements assume adult access to Dodongo&#039;s Cavern.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - Sufficient for the first level checks. Strength 1 can also be used to beat King Dodongo after the eyes are lit.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; or [https://www.youtube.com/watch?v=trTE0rPwd7c&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=3 Skillful use of the &#039;&#039;&#039;Bow&#039;&#039;&#039;] - Reach the second floor checks.&lt;br /&gt;
** Alternatively, &#039;&#039;&#039;Hammer&#039;&#039;&#039; can be used to loop around backwards.&lt;br /&gt;
* A &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Open the Gohma Larva room as adult. Can be done as child with &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; or &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - This is to light the eyes, but note Bombchus are not in logic. Bombchus also require a [https://www.youtube.com/watch?v=NwjN9Wg1KhU difficult trick] to be used against King Dodongo, so without Strength, Bomb Bag is usually required.&lt;br /&gt;
* &#039;&#039;1F right room Skulltula requires &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and either &#039;&#039;&#039;Strength 1&#039;&#039;&#039;, &#039;&#039;&#039;Explosives&#039;&#039;&#039;, or &#039;&#039;&#039;Bow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;1F left room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Upper Lizalfos Skulltula requires &#039;&#039;&#039;Explosives&#039;&#039;&#039; or &#039;&#039;&#039;Hammer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Inside Jabu-Jabu&#039;s Belly ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039; OR &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required to enter Zora&#039;s Domain. While not part of the weekly settings, the trick [https://www.youtube.com/watch?v=o-Q29_V70II&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=15 &amp;quot;Zora&#039;s Domain Entry with Cucco&amp;quot;] can be used to reduce this requirement to either &#039;&#039;&#039;scale&#039;&#039;&#039; or &#039;&#039;&#039;explosives&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Unless the settings already moved King Zora.&lt;br /&gt;
* &#039;&#039;&#039;Bottled Fish&#039;&#039;&#039; - Easy to get in Zora&#039;s Domain if Ruto&#039;s Letter was required and entrance randomizer is off.&lt;br /&gt;
* &#039;&#039;&#039;Slingshot&#039;&#039;&#039; - The cows react exclusively to slingshot, so this is hard required to get past the first room.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039; - Required for three checks plus Skulltulas.&lt;br /&gt;
* &#039;&#039;&#039;Boomerang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039; or &#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - There is a pot with sticks in Zora&#039;s Domain.&lt;br /&gt;
* &#039;&#039;&#039;Deku Nuts&#039;&#039;&#039; - Not strictly required, but extremely useful.&lt;br /&gt;
* &#039;&#039;The Boomerang Room Skulltula requires &#039;&#039;&#039;Song of Time&#039;&#039;&#039; and &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, but can be acquired with just &#039;&#039;&#039;boomerang&#039;&#039;&#039; angled to pass through the SoT block.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The invisible enemy room Skulltula requires &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;. This is one of the more difficult Lens requirements to skip because the Keese like to perch and fly outside targeting range.&lt;br /&gt;
&lt;br /&gt;
== Forest Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hookshot&#039;&#039;&#039; - For Temple entry and skulltulas, not necessarily needed to complete the temple itself depending on key layout. The island chest is intended to be reached from above through the falling ceiling room.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039; - For the blocks in the room to the left.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the chest behind the lobby. But if key logic allows, this room can instead be accessed by dropping down from the bow room above and then savewarping out of the room.&lt;br /&gt;
&lt;br /&gt;
== Fire Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039; - Typically Fire Arrows are preferable to Din&#039;s due to the way the puzzles are made in MQ Fire Temple.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; - Even if Din&#039;s is the fire source, the bow is needed to carry the fire across the rooms.&lt;br /&gt;
* &#039;&#039;&#039;Bombs&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not typically in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Hard required to damage Volvagia.&lt;br /&gt;
* &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039; - Can be skipped by finding enough heart containers to sufficiently extend the heat timer, but this is out of logic.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to reach the tower which uses Scarecrow&#039;s Song in vanilla (can be bypassed with &#039;&#039;&#039;Longshot&#039;&#039;&#039;) and the room off the fire wall maze.&lt;br /&gt;
** &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; - Used to reach Volvagia without dropping the pillar. There is a glitchless jump trick to bypass this requirement called [https://www.youtube.com/watch?v=OtNH5K7Jgus&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=24 &amp;quot;Fire Temple Boss Door without Hover Boots or Pillar.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Ice Cavern ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruto&#039;s Letter&#039;&#039;&#039; - Required unless the King Zora setting is either Open or Open as Adult and another &#039;&#039;&#039;Bottle&#039;&#039;&#039; was already obtained.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - This, plus the bottle from Ruto&#039;s Letter, is enough to reach the song check.&lt;br /&gt;
* &#039;&#039;&#039;Explosives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Song of Time&#039;&#039;&#039;, and &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - Only necessary for Skulltulas.&#039;&#039;&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Scarecrow&#039;s Song or [https://www.youtube.com/watch?v=h7bPqcbuV14 a difficult glitchless jump].&lt;br /&gt;
* &#039;&#039;A 2nd &#039;&#039;&#039;Bottle&#039;&#039;&#039; - Not required, but makes progression far quicker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Water Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039;&lt;br /&gt;
** It is in logic to open the Water Temple with the Longshot and then dive into the entrance with the Gold Scale, but only the top level is in logic (which is only relevant if keys are removed or can be found outside their own dungeon).&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - In Master Quest, this is given immediately and is therefore required for much more of the dungeon than in Vanilla.&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and &#039;&#039;&#039;Bow&#039;&#039;&#039; - Required for one basement Skulltula where three torches are out of Din&#039;s Fire range. They can mostly replace the Din&#039;s Fire requirement out of logic, but be aware that when the torches are slanted, the hitbox remains vertical.&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - For the Central Pillar Chest.&lt;br /&gt;
** &#039;&#039;&#039;Scarecrow&#039;s Song&#039;&#039;&#039; - For the Freestanding Key and basement Skulltulas.&lt;br /&gt;
** &#039;&#039;&#039;Zora&#039;s Tunic&#039;&#039;&#039; - Under weekly settings (the trick &amp;quot;Fewer Tunic Requirements&amp;quot; is enabled), this is only expected for the central pillar chest.&lt;br /&gt;
** Very rarely, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; may be needed if Scarecrow&#039;s Song is not available.&lt;br /&gt;
&lt;br /&gt;
== Bottom of the Well ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Storms&#039;&#039;&#039; - Required for entry.&lt;br /&gt;
* &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;/&#039;&#039;&#039;Kokiri Sword&#039;&#039;&#039; - Jumpslash the crystal switch by the song Triforce to lower the water level.&lt;br /&gt;
** In the weekly settings, the trick [https://www.youtube.com/watch?v=gROY5Y66xeA&amp;amp;list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm&amp;amp;index=11 &amp;quot;Child Deadhand without Kokiri Sword&amp;quot;] is enabled and so removes the Kokiri Sword requirement.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic. Also count as a projectile to hit the hidden crystal switch past the second crawl space.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - Opens the gates around the central area. Can be skipped with the trick &amp;quot;Bottom of the Well MQ Jump Over the Pits&amp;quot; enabled, using explosives and a backflip/sidehop over the pit. (This trick is not part of weekly settings, but is easy enough to be mentioned here.)&lt;br /&gt;
&lt;br /&gt;
Scale is never required. Normal dive is enough to reach the coffin room.&lt;br /&gt;
&lt;br /&gt;
== Shadow Temple ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Nocturne of Shadow&#039;&#039;&#039; - Necessary to reach entrance.&lt;br /&gt;
* &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Necessary to open entrance.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Song of Time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic.&lt;br /&gt;
* &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Hookshot is mostly sufficient, but five checks requires Longshot. So it is more than likely Longshot will be required for key logic.&lt;br /&gt;
* &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039; - For the ferry.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - Weekly settings remove this requirement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gerudo Training Ground ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fire Source&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; - For the hidden ceiling chest and exiting the blue fire room.&lt;br /&gt;
* &#039;&#039;&#039;Bottle&#039;&#039;&#039; - For blue fire to melt the red ice wall.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - Drops the Ice Arrows chest and opens the right side doors.&lt;br /&gt;
* &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Needed to climb the ledge before the eye statue room as the Hookshot Target is removed in Master Quest.&lt;br /&gt;
** The [https://youtu.be/Q1rNKWf7nPA &amp;quot;Ground Jump&amp;quot;] trick which uses a &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039; and &#039;&#039;&#039;Shield&#039;&#039;&#039; can skip the need for Ocarina and Song of Time in the room with the Blue Fire.&lt;br /&gt;
* &#039;&#039;&#039;Strength 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Boots&#039;&#039;&#039; and &#039;&#039;&#039;Zora Tunic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Spirit Temple ==&lt;br /&gt;
&lt;br /&gt;
* A Method to the Colossus &lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Requiem of Spirit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, &#039;&#039;&#039;Epona&#039;s Song&#039;&#039;&#039;, &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Boulders block child access above the first floor and adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Longshot&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Silver Gauntlets&#039;&#039;&#039; - Required for adult access beyond the first room.&lt;br /&gt;
* &#039;&#039;&#039;Bomb Bag/Bombchus&#039;&#039;&#039; - Bombchus usually not in logic for remaining checks beyond initial access where they are required.&lt;br /&gt;
** &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; - Required to lower the sun platform to open the way to the boss room. Also used to drop the paradox chest in the lower child area.&lt;br /&gt;
* &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;&lt;br /&gt;
* Potential requirements dependent on key logic:&lt;br /&gt;
** &#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Song of Time&#039;&#039;&#039; - Very likely to be required. Used in entirely too many rooms in this dungeon.&lt;br /&gt;
** &#039;&#039;&#039;Magic Meter&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039; - Required as child on the 1st Floor.&lt;br /&gt;
** &#039;&#039;&#039;Deku Sticks&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Slingshot&#039;&#039;&#039; and/or &#039;&#039;&#039;Boomerang&#039;&#039;&#039; - Boomerang is good to replace Slingshot for one chest and a Skulltula, other uses require the Slingshot.&lt;br /&gt;
** &#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;All Child Songs except Saria&#039;s&#039;&#039;&#039; - Required for the Symphony Room.&lt;br /&gt;
&lt;br /&gt;
== Inside Ganon&#039;s Castle ==&lt;br /&gt;
&lt;br /&gt;
Ganon&#039;s Castle has five scrubs and fairies behind an invisible wall on the ground just below the entrance. They sell convenient refills if scrubsanity is off. In the weekly settings, the Lens of Truth isn&#039;t expected to access them.&lt;br /&gt;
&lt;br /&gt;
=== Forest Trial ===&lt;br /&gt;
&lt;br /&gt;
Two Chests: First requires &#039;&#039;&#039;Bow&#039;&#039;&#039; and the second requires &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039; and a &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;.&lt;br /&gt;
The Freestanding Item requires a &#039;&#039;&#039;Hookshot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocarina&#039;&#039;&#039; and &#039;&#039;&#039;Song of Time&#039;&#039;&#039; are required to complete the trial. &#039;&#039;&#039;Hover Boots&#039;&#039;&#039; are useful here, but not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
=== Fire Trial ===&lt;br /&gt;
&lt;br /&gt;
No Chests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longshot&#039;&#039;&#039;, &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, and &#039;&#039;&#039;Goron Tunic&#039;&#039;&#039;/&#039;&#039;&#039;Wallet&#039;&#039;&#039; to buy a tunic are required to complete the trial.&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; can be used in place of Longshot.&lt;br /&gt;
&lt;br /&gt;
=== Water Trial ===&lt;br /&gt;
&lt;br /&gt;
One Chest: A &#039;&#039;&#039;Bottle&#039;&#039;&#039; is required to melt red ice. &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; is available within the trial.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bottle&#039;&#039;&#039; and &#039;&#039;&#039;Blue Fire&#039;&#039;&#039; are all that is required to complete the trial as well.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Trial ===&lt;br /&gt;
&lt;br /&gt;
First Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Bag&#039;&#039;&#039;/&#039;&#039;&#039;Bombchus&#039;&#039;&#039; - Bombchus are not usually in logic.&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Strength 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;, and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Chest requires one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hover Boots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Hookshot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; and &#039;&#039;&#039;Din&#039;s Fire&#039;&#039;&#039;/&#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover Boots&#039;&#039;&#039; or the combination of a &#039;&#039;&#039;Hookshot&#039;&#039;&#039; and a &#039;&#039;&#039;Fire Source&#039;&#039;&#039; (and possibly &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; depending on settings) are required to complete the trial.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Trial ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039; and &#039;&#039;&#039;Megaton Hammer&#039;&#039;&#039; are required to pass the first room to reach any chests. Bow is not required with the trick &#039;&#039;Hammer Rusted Switches Through Walls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First Chest: No additional requirements.&lt;br /&gt;
&lt;br /&gt;
Second Chest: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Four Chests in the Sun Room: &#039;&#039;&#039;Bombchus&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, &#039;&#039;&#039;Fire Arrows&#039;&#039;&#039;, &#039;&#039;&#039;Mirror Shield&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All these requirements are needed to beat the trial, except Lens of Truth.&lt;br /&gt;
&lt;br /&gt;
=== Light Trial ===&lt;br /&gt;
&lt;br /&gt;
Only Chest: &#039;&#039;&#039;Strength 3&#039;&#039;&#039;, &#039;&#039;&#039;Ocarina&#039;&#039;&#039;, and &#039;&#039;&#039;Zelda&#039;s Lullaby&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hookshot&#039;&#039;&#039;, &#039;&#039;&#039;Magic Meter&#039;&#039;&#039;, and &#039;&#039;&#039;Lens of Truth&#039;&#039;&#039; are required to complete the trial.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Retroarch&amp;diff=2927</id>
		<title>Retroarch</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Retroarch&amp;diff=2927"/>
		<updated>2022-03-29T14:38:19Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Change RA from a Non-Steam game to the Steam store link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;by Raizuto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RetroArch is the only cross-platform emulator supported by the Ocarina of Time Item Randomizer staff. It is also possible to use it to play a vast number of platforms other than N64 as well. This might just make it your emulator of choice once you get used to using it.&lt;br /&gt;
&lt;br /&gt;
== Installing RetroArch ==&lt;br /&gt;
[[File:RetroArch-Download-Stable.jpeg|none|thumb|RetroArch Downloads Page and Download Stable button]]&lt;br /&gt;
Go to the [http://www.RetroArch.com/index.php?page=platforms RetroArch downloads page] and click the button labeled {{kbd|Download Stable}}. Run the installer file it downloads.&lt;br /&gt;
&lt;br /&gt;
=== Windows Specific Installation ===&lt;br /&gt;
On Windows you may get a popup when trying to run the installer that warns you if you do not have &amp;lt;samp&amp;gt;DirectX 9.0c&amp;lt;/samp&amp;gt; installed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. Press {{kbd|OK}} to continue. Click {{kbd|Next &amp;gt;}} until it asks you where you would like to install RetroArch&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. The default path should be &amp;lt;var&amp;gt;C:\Users\&amp;amp;lt;yourusername&amp;amp;gt;\AppData\Roaming\RetroArch&amp;lt;/var&amp;gt;. If it does not display this location it is recommended to copy and paste the following text into the box: {{kbd|%AppData%\RetroArch}} and then continue clicking {{kbd|Next &amp;gt;}}. Soon you will see the &amp;lt;samp&amp;gt;Choose Components&amp;lt;/samp&amp;gt; screen&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. Make sure you click the checkbox next to {{kbd|DirectX 9.0c Runtime}} before clicking {{kbd|Next &amp;gt;}}. Keep clicking {{kbd|Next &amp;amp;gt;}} until the &amp;lt;samp&amp;gt;Install&amp;lt;/samp&amp;gt; button appears. Once you click {{kbd|Install}} RetroArch will begin installing.&lt;br /&gt;
&lt;br /&gt;
Before RetroArch finishes installing it should pop up the DirectX installer. Click {{kbd|Next &amp;amp;gt;}} until you get to the screen offering to install the Bing Bar&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;. You should uncheck {{kbd|Install the Bing Bar}} before clicking {{kbd|Next &amp;amp;gt;}}. Once you finish the DirectX installation the RetroArch installation will finish as well.&lt;br /&gt;
&amp;lt;gallery mode=slideshow showthumbnails&amp;gt;&lt;br /&gt;
File:RetroArch-Windows-DirectXWarning.jpeg|1. The DirectX not installed warning.&lt;br /&gt;
File:RetroArch-Windows-InstallLocation.jpeg|2. The location you install to should be similar to the one displayed here. Copy the value displayed above if it doesn&#039;t.&lt;br /&gt;
File:RetroArch-Windows-ChooseComponents.jpeg|3. Make sure DirectX 9.0c Runtime is checked.&lt;br /&gt;
File:RetroArch-Windows-DirectXBingBar.jpeg|4. Make sure you uncheck this so you don&#039;t end up with software you don&#039;t need on your computer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mac Specific Installation ===&lt;br /&gt;
&lt;br /&gt;
==== Downloading and Installing ====&lt;br /&gt;
&lt;br /&gt;
Go to the [http://www.RetroArch.com/index.php?page=platforms RetroArch downloads page] and download the &#039;&#039;&#039;Apple macOS / OSX Intel&#039;&#039;&#039; build. This will work with High Sierra and above (including Mojave and Catalina). Don&#039;t download the &#039;&#039;&#039;Apple macOS High Sierra (and later) with Metal2&#039;&#039;&#039; build as the ParaLLeL Core will not work. This may change in the future. &lt;br /&gt;
&lt;br /&gt;
When downloading, ensure that the downloaded application is &#039;&#039;&#039;copied to the desktop&#039;&#039;&#039; as shown in the [https://youtu.be/hu-TW02bhhY?t=182 official installation video] provided on the download website. &#039;&#039;&#039;DO NOT&#039;&#039;&#039; open from the disk image. If you opened RetroArch from the disk image, copying it from the Desktop should resolve the issue immediately. If it does not, you&#039;ll need to [[#retroarch.cfg_(for_Mac_users)|delete your retroarch.cfg file]]. &lt;br /&gt;
&amp;lt;gallery mode=slideshow showthumbnails&amp;gt;&lt;br /&gt;
File:RetroArch-Mac-ChooseInstall.JPG|1. This is what you want to download.&lt;br /&gt;
File:RetroArch-Mac-DiskImage.png|2. DO NOT open from the disk image.&lt;br /&gt;
File:RetroArch-Mac-DirectoryError.png|3. If you open from the disk image, the file paths will be mixed up.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Install a RetroArch Core ==&lt;br /&gt;
You should now be at the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; of RetroArch&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. You can switch between the different menus on the left side of the screen when you are on the top-most sub-menu of a menu. If you can&#039;t see the left sidebar with the different menus listed and you need to switch which menu you are in, you can press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt;, &amp;lt;kbd&amp;gt;X&amp;lt;/kbd&amp;gt;, or the &amp;lt;kbd&amp;gt;Right Mouse Button&amp;lt;/kbd&amp;gt; until you see it again. To open a menu, submenu, or option you can press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;Z&amp;lt;/kbd&amp;gt; while it is highlighted, or &amp;lt;kbd&amp;gt;Left Mouse Button&amp;lt;/kbd&amp;gt; while hovering over it. &#039;&#039;Keep in mind that these are the default controls in RetroArch&#039;&#039;. If you change these keyboard bindings in the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; menu, you&#039;ll have to use the buttons you bound to A or Start to select, and the buttons you bound to B or Back to go back to the previous menu. Using the mouse controls should always work properly, so we will assume you are using them throughout the rest of the guide.&lt;br /&gt;
&lt;br /&gt;
On the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; click on the {{kbd|Load Core}} option. In the &amp;lt;samp&amp;gt;Load Core&amp;lt;/samp&amp;gt; submenu, you will normally see your installed cores. Since you just installed RetroArch you won&#039;t see any. Click the {{kbd|Download a Core}} option&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. In the &amp;lt;samp&amp;gt;Core Updater&amp;lt;/samp&amp;gt; menu that appears, scroll down to the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64&amp;lt;/samp&amp;gt; options. It is recommended that you choose the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus-Next)&amp;lt;/samp&amp;gt; core option&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. You can also choose the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt; core option if you Next doesn&#039;t work for you. &#039;&#039;&#039;Windows Users:&#039;&#039;&#039; the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64Plus-Next GLES3)&amp;lt;/samp&amp;gt; option should not be chosen. This is a special build of the Mupen64Plus-Next core intended to run on XBox One devices. &#039;&#039;&#039;It will not run on Windows PCs&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;gallery mode=slideshow showthumbnails&amp;gt;&lt;br /&gt;
File:RetroArch-InstallCore-MainMenu.jpeg|1. The Main Menu of RetroArch. You&#039;ll want to return here often.&lt;br /&gt;
File:RetroArch-InstallCore-DownloadCore.jpeg|2. You&#039;ll need to download a core before you can play any ROMs.&lt;br /&gt;
File:RetroArch-InstallCore-ParaLLEl.jpeg|3. Mupen64Plus-Next is the preferred core, but some older systems will require you to use ParaLLEl&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Configure RetroArch ==&lt;br /&gt;
&lt;br /&gt;
From the top menu level of the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; click on the {{kbd|Settings}} menu below the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; in the sidebar on the left. Scroll down to {{kbd|Saving}} and change {{kbd|SaveRAM Autosave Interval}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; to {{kbd|10}} seconds by clicking it, and the scrolling down to {{kbd|10 seconds}}.&lt;br /&gt;
&lt;br /&gt;
Next, go back to the top level menu of &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt;. Scroll down and select the option {{kbd|Directory}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. In the menu this opens scroll down and select the option called {{kbd|File Browser}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. You will be presented with an overview of your system partitions. Navigate through your computer files to the folder you keep your ROMs in. &#039;&#039;&#039;They will not show up yet&#039;&#039;&#039;. Choose {{kbd|Use this directory}}&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; anyway. Most browsers will save your randomizer ROM to your Downloads folder by default&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;. However, if you are using the downloaded version of the Ocarina of Time Randomizer the default location for your patched ROMs is a folder called &amp;lt;samp&amp;gt;Output&amp;lt;/samp&amp;gt; next to the &amp;lt;samp&amp;gt;.exe&amp;lt;/samp&amp;gt; file you double click to start the randomizer.&lt;br /&gt;
&lt;br /&gt;
Once you have finished configuring RetroArch you must properly restart it. &#039;&#039;Do not press &amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; or the X in the top right corner.&#039;&#039; Go back to the {{kbd|Main Menu}} and move all the way down to the option near the bottom {{kbd|Quit RetroArch}}&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;. Once you reopen RetroArch go to {{kbd|Load Content|Start directory}}. You should now see your ROMs&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;. When you choose one of your ROMs it may ask you which core you want to use if you downloaded more than one of them. It is recommended that you choose {{kbd|Nintendo - Nintendo 64 (Mupen64Plus-Next)}}&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; for the best peformance and fewest bugs.&lt;br /&gt;
&amp;lt;gallery mode=slideshow showthumbnails&amp;gt;&lt;br /&gt;
File:RetroArch-Configure-AutoSave.png|1. With this option RetroArch will periodically save your save data to disk. This will prevent most data loss in the event of a crash.&lt;br /&gt;
File:RetroArch-Configure-Directory.jpeg|2. This option lets you set where RetroArch saves and looks for various files on your computer.&lt;br /&gt;
File:RetroArch-Configure-FileBrowser.jpeg|3. File Browser defines the &amp;lt;samp&amp;gt;Start Directory&amp;lt;/samp&amp;gt; that RetroArch uses when you are picking your ROM.&lt;br /&gt;
File:RetroArch-Configure-UseThisDirectory.jpeg|4. Your ROM files will not show up here! You still want to click &amp;amp;lt;Use this directory&amp;amp;gt; so that they will show up in a couple more steps.&lt;br /&gt;
File:RetroArch-Configure-Downloads.jpeg|5. You probably want your File Browser setting to have a similar path to this image.&lt;br /&gt;
File:RetroArch-Configure-Restart.jpeg|6. RetroArch will delete any changes you made if you do not restart it properly. Always use this option to ensure your settings get saved.&lt;br /&gt;
File:RetroArch-Configure-StartDirectory.jpeg|7. Your ROMs should now appear when you select this menu option if you set your &amp;lt;samp&amp;gt;File Browser&amp;lt;/samp&amp;gt; directory properly. If you don&#039;t you should go back to that step and try again.&lt;br /&gt;
File:RetroArch-Configure-SelectCore.jpeg|8. Mupen64Plus-Next is the preferred core, but some older systems will require you to use ParaLLEl&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Settings for Racing ===&lt;br /&gt;
&lt;br /&gt;
If you wish to partake in our community&#039;s races, then don&#039;t forgot to also configure the settings mentioned [[Racing#RetroArch|here]].&lt;br /&gt;
&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
If you are going to use a controller, [[#Controller Configuration|skip this section]].&lt;br /&gt;
&lt;br /&gt;
Head to {{kbd|Settings|Input|Port 1 Input Binds}}. An example of some control binds when using a keyboard can be found [https://docs.google.com/document/d/1F8JOk-eqoowZyeYtoF3XLBh1EwYULddo6ZyFgFYxU5M/edit here].&lt;br /&gt;
&lt;br /&gt;
== Controller Configuration ==&lt;br /&gt;
&lt;br /&gt;
First, take a look at the [[Controller Setup]] guide. Ensure your controller is calibrated, and if you are using one of the controllers with additional setups steps in that guide make sure you follow them.&lt;br /&gt;
&lt;br /&gt;
If your controls don&#039;t feel quite right, while running the ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to access the {{kbd|Quick Menu|Options}} menu. If your stick causes input without you trying to, change the &amp;lt;samp&amp;gt;Analog Deadzone&amp;lt;/samp&amp;gt; to {{kbd|10}} or higher if that is not enough. If you aren&#039;t able to both walk and run increase &amp;lt;samp&amp;gt;Analog Sensitivity&amp;lt;/samp&amp;gt; to make it easier to run. Decrease it to make it easier to walk.&lt;br /&gt;
&lt;br /&gt;
=== Remap Your Controls ===&lt;br /&gt;
You&#039;ll probably need to customize your controller inputs by loading your ROM and pressing the &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; key to bring up the RetroArch &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Choose {{kbd|Controls|Port 1 Controls}}. Highlight the control on your controller on the left side and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; and &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to cycle through the available N64 controller options on the right side.&lt;br /&gt;
&lt;br /&gt;
Make sure &amp;lt;samp&amp;gt;C-Buttons Mode&amp;lt;/samp&amp;gt; is not bound to any of your controls. This is intended for controllers without enough buttons/a right analog stick to map C-Buttons to and usually causes controller issues.&lt;br /&gt;
&lt;br /&gt;
==== Gamecube Style C-Buttons ====&lt;br /&gt;
If you want to emulate the Gamecube controller&#039;s style of C-Buttons, where they are bound to the right analog stick and the the extra face buttons on your controller, you need to enable another setting. Press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and scroll down and select {{kbd|Options}}. Scroll down and switch the &amp;lt;samp&amp;gt;Independant C-button Controls&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;False&amp;lt;/samp&amp;gt; to {{kbd|True}}. This will add controls like &amp;lt;samp&amp;gt;C-Down&amp;lt;/samp&amp;gt; and &amp;lt;samp&amp;gt;C-Up&amp;lt;/samp&amp;gt; to the right side of the Controls remappings.&lt;br /&gt;
&lt;br /&gt;
Head back to the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and go over to {{kbd|Controls|Port 1 Controls}} and map your face buttons to the &amp;lt;samp&amp;gt;C-*&amp;lt;/samp&amp;gt; options, and your right analog stick to the &amp;lt;samp&amp;gt;C Buttons *&amp;lt;/samp&amp;gt; analog control values.&lt;br /&gt;
&lt;br /&gt;
=== GameCube Controller Setup ===&lt;br /&gt;
&lt;br /&gt;
==== MayFlash GameCube Adapter ====&lt;br /&gt;
Make sure the switch on the back of your controller is set to {{kbd|PC}}. If you just downloaded RetroArch the controller should just work. If not, go to {{kbd|Online Updater}} on the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; and choose {{kbd|Update Joypad Profiles}}. Once it finishes downloading and extracting the zip file, restart RetroArch.&lt;br /&gt;
&lt;br /&gt;
Your controller should now be working. If it isn&#039;t you can try the different controller ports or go to {{kbd|Settings|Input|Port 1 Input Binds}}. Highlight &amp;lt;samp&amp;gt;Device Index&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to choose the correct MAYFLASH Controller number.&lt;br /&gt;
&lt;br /&gt;
==== Official Adapter or Wii U/Switch Mode ====&lt;br /&gt;
&lt;br /&gt;
Make sure the GCN USB Adapter program is running.&lt;br /&gt;
&lt;br /&gt;
Start RetroArch and go to {{kbd|Settings|Drivers}} and make sure &amp;lt;samp&amp;gt;Joypad Driver&amp;lt;/samp&amp;gt; is set to {{kbd|xinput}}. Then use the {{kbd|Quit RetroArch}} option in the main menu to properly close RetroArch and save your new configuration if you changed it.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to save [https://pastebin.com/raw/QAhXFvUS this configuration file] as {{kbd|vJoy_Device_GameCube.cfg}} in your RetroArch XInput autoconfig directory. You should find this folder by pasting {{kbd|%AppData%\RetroArch\autoconfig\xinput}} in the Windows Explorer address bar and pressing &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Once that file is in place start RetroArch. You should get a message saying something like &amp;lt;samp&amp;gt;vJoy device #1 configured in Port #0&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If your controller is not working still, click on the {{kbd|Windows Gamepad Info}} button to bring up the list of connected controllers on your computer.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The vJoy gamepads should be in order of what number RetroArch is expecting. Try each one by clicking it&#039;s entry, pressing the {{kbd|Properties}} button and moving the control stick. Whichever on causes the cursor in the square to move is the number you want to remember. Go back to RetroArch and head to {{kbd|Settings|Input|Port 1 Input Binds}}. Highlight &amp;lt;samp&amp;gt;Device Index&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;←&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; to choose the correct vJoy Device number.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; You may have to do this every time you restart the driver application.&lt;br /&gt;
&lt;br /&gt;
Your controller should now be working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showthumbnails=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:RetroArch-GameCube-WindowsGameControllers.png|1. The Windows Game Controller dialog with the list of vJoy Devices.&lt;br /&gt;
RetroArch-GameCube-vJoyDeviceNumber.png|2. vJoy Device #4 was the correct one for this time.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Switch Pro Controller ===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to install [https://store.steampowered.com/ Steam.]&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;ll need to [https://store.steampowered.com/app/1118310/RetroArch/ install RetroArch through Steam] (don&#039;t worry, it&#039;s still free).&lt;br /&gt;
&lt;br /&gt;
Afterwards, right-click on your Steam icon and go to {{kbd|Settings}}.  Click on the {{kbd|Controller}} section and click on {{kbd|General Controller Settings}}&lt;br /&gt;
&lt;br /&gt;
Make sure {{kbd|Switch Pro Configuration Support}} is checked. &lt;br /&gt;
&lt;br /&gt;
You should now be able to configure your Switch Pro Controller in RetroArch (through Steam).&lt;br /&gt;
&lt;br /&gt;
== ParaLLEl Graphics Configuration (Console-Accurate Graphics) ==&lt;br /&gt;
The ParaLLEl core will use the glide64 graphics plugin by default and Mupen64Plus-Next will use GLideN64 by default. Glide64 is a plugin that works well on many graphics cards, but has several graphical issues. GLideN64 is actually fairly good at displaying things properly, but still doesn&#039;t always work exactly how graphics would work on the N64. ParaLLEl and Mupen64Plus-Next have a graphics plugin that is nearly flawless in recreating N64 graphics, but requires somewhat modern hardware to run, and will perform slower overall than the other available plugins. If you have a graphics card made after 2012 it should support this more accurate plugin.&lt;br /&gt;
&lt;br /&gt;
=== Check If Your Hardware Supports Vulkan ===&lt;br /&gt;
You can check [https://vulkan.gpuinfo.org/ this website] to see if your graphics card supports any version of Vulkan. If you&#039;re not sure what GPU your computer has, [https://www.howtogeek.com/414201/how-to-check-what-graphics-card-gpu-is-in-your-pc/ try one of these methods to find out]. If you find your graphics card supports Vulkan you can continue. &#039;&#039;If it does not, please do not proceed&#039;&#039;. You may cause ParaLLEl to start crashing if you try to follow these instructions without a compatible graphics card.&lt;br /&gt;
&lt;br /&gt;
=== Activate parallel RDP And RSP ===&lt;br /&gt;
If your ParaLLEl or Mupen64Plus-Next core was downloaded before June of 2020, please make sure it is up-to-date now by going to {{kbd|Main Menu|Online Updater|Update Installed Cores}} to update your cores.&lt;br /&gt;
&lt;br /&gt;
Now load a ROM with the either core. Open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; by pressing &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; or whatever hotkey you have bound to open the menu in RetroArch. Select {{kbd|Options}} and scroll down to &amp;lt;samp&amp;gt;GFX Plugin&amp;lt;/samp&amp;gt; and set it to {{kbd|parallel}}. Scroll down to &amp;lt;samp&amp;gt;RSP plugin&amp;lt;/samp&amp;gt; and also set it to {{kbd|parallel}}. While you are here you will probably also want to set &amp;lt;samp&amp;gt;(ParaLLEl-RDP) Upscaling factor (restart)&amp;lt;/samp&amp;gt; to {{kbd|2x}}. If you experience performance issues, be sure to try setting this back to 1x first to see if it improves.&lt;br /&gt;
&lt;br /&gt;
== Texture Packs ==&lt;br /&gt;
&lt;br /&gt;
The following link will let you set up texture packs for [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs RetroArch]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*To unbind any button/key hit the &amp;lt;kbd&amp;gt;Delete&amp;lt;/kbd&amp;gt; key on your keyboard in the input settings. &lt;br /&gt;
*&#039;&#039;&#039;Never&#039;&#039;&#039; close RA via it’s top right X, close it from far left Main Menu {{kbd|Quit RetroArch}}. &lt;br /&gt;
*If you want RetroArch to keep running in the background, go over to the &amp;lt;samp&amp;gt;Settings&amp;lt;/samp&amp;gt; column in the menu, then down to &amp;lt;samp&amp;gt;User Interface&amp;lt;/samp&amp;gt;, hit &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt; and set &amp;lt;samp&amp;gt;Don’t run in the background&amp;lt;/samp&amp;gt; to {{kbd|OFF}}. &lt;br /&gt;
*To enable the FPS display, go to {{kbd|Settings|On-Screen Display|On-Screen Notifications}} and switch &amp;lt;samp&amp;gt;On-Screen Notifications&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;ON&amp;lt;/kbd&amp;gt; if it is not already. Then, change &amp;lt;samp&amp;gt;Display Framerate&amp;lt;/samp&amp;gt; to &amp;lt;kbd&amp;gt;ON&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
*To be able to position the FPS counter, go to {{kbd|Settings|On-Screen Display|On-Screen Notifications}} and set &amp;lt;samp&amp;gt;Graphics Widgets&amp;lt;/samp&amp;gt; to {{kbd|OFF}} and then restart RetroArch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your controller does not have a default profile or you are using a keyboard, the following information may be helpful.&lt;br /&gt;
*Don&#039;t alter the Main Menu bindings for controllers that have default profiles. Open the Quick Menu and change the button mapping there instead.&lt;br /&gt;
*Left side user input binds (the &amp;lt;kbd&amp;gt;Delete&amp;lt;/kbd&amp;gt; key will delete any binding)&lt;br /&gt;
**&#039;&#039;&#039;B button&#039;&#039;&#039; is equivalent to N64 A Button &lt;br /&gt;
**&#039;&#039;&#039;Y button&#039;&#039;&#039; is equivalent to N64 B Button &lt;br /&gt;
**&#039;&#039;&#039;L2 button (trigger)&#039;&#039;&#039; is equivalent to N64 Z Button &lt;br /&gt;
**&#039;&#039;&#039;L1&#039;&#039;&#039; is equivalent to N64 L &lt;br /&gt;
**&#039;&#039;&#039;R1&#039;&#039;&#039; is equivalent to N64 R &lt;br /&gt;
**&#039;&#039;&#039;Movement:&#039;&#039;&#039; &lt;br /&gt;
***Left analog X+ = Right &lt;br /&gt;
***Left analog X- = Left &lt;br /&gt;
***Left analog Y+ = Down &lt;br /&gt;
***Left analog Y- = Up   &lt;br /&gt;
**&#039;&#039;&#039;C-Buttons/C-Stick:&#039;&#039;&#039; &lt;br /&gt;
***Right analog X+ = C-Right &lt;br /&gt;
***Right analog X- = C-Left &lt;br /&gt;
***Right analog Y+ = C-Down &lt;br /&gt;
***Right analog Y- = C-Up&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
There are several issues that can occur in RetroArch.&lt;br /&gt;
&lt;br /&gt;
=== Abnormal FPS Increases ===&lt;br /&gt;
&lt;br /&gt;
Go to {{kbd|Settings|Frame Throttle}} and set &amp;lt;samp&amp;gt;Fast-Forward Rate&amp;lt;/samp&amp;gt; to {{kbd|1.0x}}.&lt;br /&gt;
&lt;br /&gt;
=== Boots are equipped / Ocarina pulled out randomly while walking ===&lt;br /&gt;
&lt;br /&gt;
Go to the {{kbd|Settings|Input|Port 1 Input Binds}} menu and set &amp;lt;samp&amp;gt;Analog to Digital&amp;lt;/samp&amp;gt; to {{kbd|None}}.&lt;br /&gt;
&lt;br /&gt;
=== Crash when loading ROM ===&lt;br /&gt;
&lt;br /&gt;
If using the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (Mupen64PlusNext)&amp;lt;/samp&amp;gt; core, try the {{kbd|Nintendo - Nintendo 64 (ParaLLEl N64)}} core instead. If using the &amp;lt;samp&amp;gt;Nintendo - Nintendo 64 (ParaLLEl N64)&amp;lt;/samp&amp;gt; core, try the {{kbd|Nintendo - Nintendo 64 (Mupen64PlusNext)}} core instead.&lt;br /&gt;
&lt;br /&gt;
=== Input Lag ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re experiencing abnormal input lag with your controller, go to {{kbd|Settings|Latency}} and adjust the &amp;lt;samp&amp;gt;Polling Behavior&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Mupen64Plus-Next Freezes ===&lt;br /&gt;
&lt;br /&gt;
This is an issue with versions prior to Mupen64plus-Next 2.3 which was released on July 14, 2021. Please update yor cores from the {{kbd|Cores Updater}} in the main menu. Also, after loading a ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; Move down to &amp;lt;samp&amp;gt;Ignore emulated TLB Exceptions&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key until the selection changes to &amp;lt;samp&amp;gt;Don&#039;t Ignore&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Mupen64Plus-Next Epona Carrots ===&lt;br /&gt;
&lt;br /&gt;
This is an issue with versions prior to Mupen64plus-Next 2.3 which was released on July 14, 2021. Please update your cores from the {{kbd|Cores Updater}} in the main menu. Also, after loading a ROM press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt;. Under &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; Move down to &amp;lt;samp&amp;gt;Ignore emulated TLB Exceptions&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key until the selection should changes to &amp;lt;samp&amp;gt;Don&#039;t Ignore&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== My A and B Buttons Are Swapped On The Menu ===&lt;br /&gt;
&lt;br /&gt;
Go into {{kbd|Settings|Input|Menu Controls}} and change the {{kbd|Menu Swap OK &amp;amp; Cancel Buttons}} option.&lt;br /&gt;
&lt;br /&gt;
=== My Remapping in Quick Menu Controls Won&#039;t Save ===&lt;br /&gt;
&lt;br /&gt;
If your remapping won&#039;t save even after using {{kbd|Quit RetroArch}} in the main menu, you may have to explicitly save the remappings. Open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; with &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt;, go down to {{kbd|Controls}} and map your controls how you wish. Once you have done so, go back to the &amp;lt;samp&amp;gt;Controls&amp;lt;/samp&amp;gt; menu. Near the top of the menu is a &amp;lt;samp&amp;gt;Save Core Remap File&amp;lt;/samp&amp;gt; option. Select this to save these controller binds for all randomizer ROMs you open in the future.&lt;br /&gt;
&lt;br /&gt;
=== No Audio ===&lt;br /&gt;
&lt;br /&gt;
Go into the {{kbd|Settings|Drivers}} menu and change the &amp;lt;samp&amp;gt;Audio Driver&amp;lt;/samp&amp;gt; from &amp;lt;samp&amp;gt;xaudio&amp;lt;/samp&amp;gt; to {{kbd|dsound}}. Then quit RetroArch properly via the Main Menu and restart it. &lt;br /&gt;
&lt;br /&gt;
=== One of My Buttons Won&#039;t Work ===&lt;br /&gt;
&lt;br /&gt;
If you messed with the Main Menu User Input Binds you likely configured something wrong. It is not recommended to ever modify controller binds this way unless your controller doesn&#039;t have a built in profile. To reset your controller bindings to their default you have to load the default &amp;lt;samp&amp;gt;RetroArch.cfg&amp;lt;/samp&amp;gt; again.&lt;br /&gt;
&lt;br /&gt;
If you have a ROM loaded, start by pressing &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; then press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt; to get back to the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Go to the far left menu item, &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt;. Move down to &#039;&amp;lt;samp&amp;gt;Configurations&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Select &amp;lt;samp&amp;gt;&amp;lt;Parent directory&amp;gt;&amp;lt;/samp&amp;gt; and hit &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Scroll down to the file &amp;lt;samp&amp;gt;RetroArch.default.cfg&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Overwriting Controller Autoconfig(s) ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve inadvertently overwritten a controller autoconfig, you&#039;ll need to close RetroArch. Next, go to your &amp;lt;var&amp;gt;RetroArch&amp;lt;/var&amp;gt; folder and delete the &amp;lt;var&amp;gt;autoconfig&amp;lt;/var&amp;gt; folder. Afterwards, launch RetroArch and go to {{kbd|Main Menu|Online Updater}} and click on &amp;lt;samp&amp;gt;Update Controller Profiles&amp;lt;/samp&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ParaLLEl Black Screen or Crashes ===&lt;br /&gt;
&lt;br /&gt;
If you are able to launch the ParaLLEl core but get a black screen, or frequently crash while pausing, try changing the video plugin it is using. Press &amp;lt;kbd&amp;gt;F1&amp;lt;/kbd&amp;gt; to open the &amp;lt;samp&amp;gt;Quick Menu&amp;lt;/samp&amp;gt; and move down to &amp;lt;samp&amp;gt;Options&amp;lt;/samp&amp;gt; and press &amp;lt;kbd&amp;gt;Enter&amp;lt;/kbd&amp;gt;. Next, move down to &amp;lt;samp&amp;gt;GFX Plugin&amp;lt;/samp&amp;gt; and press the &amp;lt;kbd&amp;gt;→&amp;lt;/kbd&amp;gt; arrow key once. Once you have changed the option, press &amp;lt;kbd&amp;gt;Backspace&amp;lt;/kbd&amp;gt; twice to return to the &amp;lt;samp&amp;gt;Main Menu&amp;lt;/samp&amp;gt; and select {{kbd|Quit RetroArch}} to close RetroArch. Simply run RetroArch and open the ROM again and your ParaLLEl core should be running the new plugin you selected. Try each one and see if any of them work for you. If they do not, you may want to try the Mupen64Plus-Next core instead.&lt;br /&gt;
&lt;br /&gt;
=== retroarch.cfg (for Mac users) ===&lt;br /&gt;
&lt;br /&gt;
If you need to delete/modify this file, you&#039;ll need to access the Library. To access the library, it must be “shown&amp;quot; as it&#039;s hidden by default.&lt;br /&gt;
The easiest method to do this is while in the &#039;&#039;&#039;Go&#039;&#039;&#039; dropdown menu, hold the &#039;&#039;&#039;option&#039;&#039;&#039; button and it will appear. Search “retroarch” in the Library and the folder and files will show up.&lt;br /&gt;
&amp;lt;gallery mode=slideshow showthumbnails&amp;gt;&lt;br /&gt;
File:RetroArch-Mac-Library.png|1. &#039;&#039;&#039;Go&#039;&#039;&#039; dropdown to access the Library.&lt;br /&gt;
File:RetroArch-Mac-SearchLibrary.JPG|2. Search the library.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waiting on Client (Error Message) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;Waiting on client ...&lt;br /&gt;
You have rejoined the game as player 1&lt;br /&gt;
null&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a rare issue and can be a hindrance when racing. According to the RetroArch devs, this is an issue that occurs with some virtual gamepads, when explorer.exe isn&#039;t running, or other random-seeming situations. &lt;br /&gt;
&lt;br /&gt;
The only feasible solution at this point is to go to {{kbd|Settings|Input|Hotkeys}} and bind a hotkey to &amp;lt;samp&amp;gt;Netplay Hosting (Toggle)&amp;lt;/samp&amp;gt; so that you can immediately toggle out of this.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=2438</id>
		<title>Bizhawk</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=2438"/>
		<updated>2022-02-08T19:10:40Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bizhawk_releases_page_download.png|thumb|250px|You want the first file located under the Assets heading for both downloads. It should have &amp;quot;.zip&amp;quot; at the end. Version numbers will vary, ask in #setup-support on Discord if you&#039;re not sure which versions you want.]]&lt;br /&gt;
&lt;br /&gt;
BizHawk is a frontend for small number of emulators and is targeted at Tool-Assisted Speedrunners. The advantage of this is that it means the emulators you use on it are targeted towards accuracy so you are unlikely to run into too many bugs that aren&#039;t also found when running the games on hardware. A small disadvantage to this is that these emulators also have various debugging tools enabled, which generally means they run slightly slower than emulators without these features enabled. But this also allows further manipulation of the game via Lua scripts which is how [[Multiworld]] functions. This also means that as of right now, &#039;&#039;&#039;&#039;&#039;BizHawk is the only emulator that can be used for playing Multiworld&#039;&#039;&#039;&#039;&#039;. Please also read the Multiworld page while setting up Bizhawk for that purpose.&lt;br /&gt;
&lt;br /&gt;
First, you must download BizHawk and the files it requires to have installed to even run.&lt;br /&gt;
* [https://github.com/TASVideos/BizHawk-Prereqs/releases/ Prerequisite Files Installer]&lt;br /&gt;
** You want version 2.1 of the pre-requisites if you are using Bizhawk 2.3.x and the newest version of the pre-requisites if you are using the newest version of BizHawk.&lt;br /&gt;
* [https://github.com/TASVideos/BizHawk/releases/ BizHawk Emulator]&lt;br /&gt;
&lt;br /&gt;
== Installing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 01.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the files for installation, you have to extract them. Right-click the zip files and choose &amp;quot;Extract All...&amp;quot; and click next a couple of time. Make sure you do this for both zip files you downloaded.&lt;br /&gt;
&lt;br /&gt;
You should now have a folder with a name like &#039;&#039;bizhawk_prereqs_vX.X&#039;&#039; where &amp;lt;code&amp;gt;X.X&amp;lt;/code&amp;gt; is the version of the prerequisites that you downloaded such as &amp;lt;code&amp;gt;2.1&amp;lt;/code&amp;gt;. This version can be different than the BizHawk version. Open this folder.&lt;br /&gt;
&lt;br /&gt;
Inside there should be a file called &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt;. Double-click this file and click next a couple of times, then wait for all of the files to install. Once the installer has completed you can continue.&lt;br /&gt;
&lt;br /&gt;
== Emulator Setup ==&lt;br /&gt;
You can now start up BizHawk. Open the folder &#039;&#039;BizHawk-X.X.X&#039;&#039; where &amp;lt;code&amp;gt;X.X.X&amp;lt;/code&amp;gt; is the BizHawk version you downloaded, such as &amp;lt;code&amp;gt;2.7.0&amp;lt;/code&amp;gt;. This version can be different than the Prerequisites version. Inside this folder is a file called &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. Open this file.&lt;br /&gt;
&lt;br /&gt;
You have to load a ROM before you can change N64 emulator-specific settings. Go to &amp;lt;code&amp;gt;File &amp;gt; Open ROM&amp;lt;/code&amp;gt; in the menu bar up top. Locate your ROM and open it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Rom.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable RAM Expansion ===&lt;br /&gt;
&lt;br /&gt;
Now that you have loaded a ROM a new menu entry &#039;&#039;N64&#039;&#039; will show up in the menu bar. Ensure &amp;lt;code&amp;gt;N64 &amp;gt; Use Expansion Slot&amp;lt;/code&amp;gt; has a check-mark beside it indicating it is enabled. If it does not click on it to enable it. Once you have enabled the setting you have to reboot the core for it to take effect. Navigate to &amp;lt;code&amp;gt;Emulation &amp;gt; Reboot Core&amp;lt;/code&amp;gt; to do so. You&#039;ll have to do this for every randomizer rom you create due to how Bizhawk works.&lt;br /&gt;
&lt;br /&gt;
=== Enable Save Backup In Case of Crashes ===&lt;br /&gt;
&lt;br /&gt;
Go to Config -&amp;gt; Customize and navigate to the Advanced tab. You should check the box for AutoSaveRAM and set it to a reasonable time, such as 30-45 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance, while setting it too high can cause save data corruption if you crash mid-save). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Bizhawk#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]]. &lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
=== Hotkey Settings ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 04.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended to remove most, if not all, of the default hotkeys. Some are bound to your controller by default and can cause frustration while trying to play. Go to &amp;lt;code&amp;gt;Config &amp;gt; Hotkeys...&amp;lt;/code&amp;gt;, select a hotkey, and simply press the &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; key on your keyboard to unbind it. You can also click Misc and Clear All to unbind all of the hotkeys at once.&lt;br /&gt;
&lt;br /&gt;
=== Required Settings for Racing ===&lt;br /&gt;
&lt;br /&gt;
If you wish to partake in our community&#039;s races, then don&#039;t forgot to also configure the settings mentioned [[Racing#BizHawk|here]].&lt;br /&gt;
&lt;br /&gt;
== Controls Setup ==&lt;br /&gt;
First, take a look at the [[Controller Setup]] guide. Ensure your controller is calibrated, and if you are using one of the controllers with additional setups steps in that guide make sure you follow them.&lt;br /&gt;
&lt;br /&gt;
With the ROM still running, go to &amp;lt;code&amp;gt;Config &amp;gt; Controllers...&amp;lt;/code&amp;gt; and set up your controls by clicking on the textboxes and pressing the button on your controller or keyboard you wish to have mapped to the displayed N64 control. If your controller isn&#039;t registering inputs you are missing the required drivers for your controller and must find them and install them.&lt;br /&gt;
&lt;br /&gt;
=== XBOX Controller Troubleshooting ===&lt;br /&gt;
XBOX controllers can be a bit finicky with BizHawk.&lt;br /&gt;
&lt;br /&gt;
==== XBOX One Analog Stick Doesn&#039;t Work As Background Input ====&lt;br /&gt;
In versions prior to 2.5, BizHawk does not reliably communicate with the XBOX One controller, and on Windows 10, Windows itself will take control over the controller&#039;s left analog stick when the window isn&#039;t focused. To fix this, update to BizHawk 2.5 or later.&lt;br /&gt;
&lt;br /&gt;
==== Can Only Press 1 Trigger At A Time or Background Input Buttons Don&#039;t Work ====&lt;br /&gt;
[[File:Bizhawk 2.5 Customization Options XBOX.png]]&lt;br /&gt;
&lt;br /&gt;
In versions prior to 2.5 BizHawk does not reliably communicate with XBOX controllers. To fix this, update to BizHawk 2.5 or newer. In these versions, you can go to &#039;&#039;Config &amp;gt; Customize...&#039;&#039; and under the &#039;&#039;General&#039;&#039; tab there is an &#039;&#039;Input Method (requires restart)&#039;&#039; option. Choose the radio button by &#039;&#039;OpenTK&#039;&#039;. Click &#039;&#039;OK&#039;&#039;, then close BizHawk. When you relaunch BizHawk you should rebind all of your controls again, including the analog sticks. You should no longer have issues with your controller.&lt;br /&gt;
&lt;br /&gt;
=== Better Analog Stick Accuracy ===&lt;br /&gt;
&#039;&#039;Provided by Retzioka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 03.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the first &#039;&#039;&#039;4&#039;&#039;&#039; boxes under &#039;&#039;Normal Controls&#039;&#039; are empty as displayed above. If they are not, click the box and hit &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; to clear the bind. These settings will force your controller to always input the control stick at 100% rather than by how much you press the stick in a direction. This makes aiming in the game very difficult. You never want these set if you are using a controller with an analog stick which is why we unbind them.&lt;br /&gt;
&lt;br /&gt;
Now go to the &#039;&#039;Analog Controls&#039;&#039; tab and click the &#039;&#039;Bind&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Axis&#039;&#039;&#039; Move your stick Left to Right once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Y-Axis&#039;&#039;&#039; Move your stick from Up to Down once.&lt;br /&gt;
&lt;br /&gt;
Be sure to also adjust your sensitivity to make it easier to aim as well. The image above shows an example, but everyone has a different setting that &amp;quot;feels good&amp;quot; to them. Experiment with them, especially once you&#039;ve found a Bow or Slingshot.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
=== Better Graphics ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 05.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;Config &amp;gt; Cores &amp;gt; N64 Video Plugin Settings&amp;lt;/code&amp;gt; you should see a dropdown box titled &#039;&#039;Video Resolution&#039;&#039;. The recommended resolution is &amp;lt;code&amp;gt;640x480&amp;lt;/code&amp;gt; and the maximum recommended resolution is &amp;lt;code&amp;gt;800x600&amp;lt;/code&amp;gt;. Higher resolutions will affect the performance of the emulator and is a major cause of slowed and laggy gameplay.&lt;br /&gt;
&lt;br /&gt;
If you computer has up-to-date OpenGL drivers (fairly modern Nvidia and AMD cards, and only very, very recent Intel graphics) you should change the &#039;&#039;Active Video Plugin&#039;&#039; to &amp;lt;code&amp;gt;GLideN64&amp;lt;/code&amp;gt; as it is the most accurate video plugin. If the game boots to a black screen while after activating this plugin try Glide64 mk2 instead. Use Rice plugin only as a last resort as it is quite inaccurate.&lt;br /&gt;
&lt;br /&gt;
=== Background Inputs ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 06.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a Streamer, you may have to click around often. This will make sure that whatever you do, the Emulator will register the inputs from your Controller. Go to &amp;lt;code&amp;gt;Config &amp;gt; Customize...&amp;lt;/code&amp;gt; and make sure &amp;lt;code&amp;gt;Run in background&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Accept background input&amp;lt;/code&amp;gt; are both checked. It is also recommended to uncheck the &amp;lt;code&amp;gt;Pause when menu activated&amp;lt;/code&amp;gt; box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you selected a high resolution in the previous step your FPS might go down if you click somewhere other than on the Emulator.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Save States ===&lt;br /&gt;
In order to use save states in OoTR you will need to go to &amp;lt;code&amp;gt;N64 &amp;gt; Use Expansion Slot&amp;lt;/code&amp;gt; and enable it. Savestates made before this change will fail, but any made after will be fine.&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;lt;code&amp;gt;N64&amp;lt;/code&amp;gt; dropdown bar will not appear until after you&#039;ve loaded a rom.&lt;br /&gt;
&lt;br /&gt;
=== Aspect Ratio ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 07.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you decide to make your emulator’s window fullscreen, your game will look stretched. This does not look very nice for either you or your viewers. This will ensure the game will stay in its original 4:3 Ratio. Go to &amp;lt;code&amp;gt;Config &amp;gt; Display&amp;lt;/code&amp;gt; and check the &amp;lt;code&amp;gt;Maintain aspect ratio (letterbox)&amp;lt;/code&amp;gt; box and select &amp;lt;code&amp;gt;Use 1:1 pixel size&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== My Save Files Are Suddenly Gone ===&lt;br /&gt;
&lt;br /&gt;
If Bizhawk closes improperly (e.g. due to a crash), then it will clear your save files upon reloading the rom. To prevent this from happening, read the instructions in the next subsection. If you have already reloaded your seed, then there is unfortunately nothing that can be done to retrieve your save file.&lt;br /&gt;
&lt;br /&gt;
There have also been reports of this happening even though Bizhawk didn&#039;t crash. We believe that this is still due to closing Bizhawk improperly. After you&#039;re done playing, save the game and wait for Bizhawk to create your backups. Then go to &amp;lt;code&amp;gt;File -&amp;gt; Close ROM&amp;lt;/code&amp;gt;, and afterwards hit &amp;lt;code&amp;gt;File -&amp;gt; Exit&amp;lt;/code&amp;gt;. This should be the safest way to close Bizhawk and preserve your saves.&lt;br /&gt;
&lt;br /&gt;
=== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ===&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Bizhawk#Enable Save Backup In Case of Crashes|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
=== I am getting (Random) Crashes ===&lt;br /&gt;
[[Bizhawk#Enable RAM Expansion|Ensure that you&#039;ve enabled RAM expansion]]&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk is Laggy ===&lt;br /&gt;
Go to &amp;lt;code&amp;gt;Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings&amp;lt;/code&amp;gt; and take a look at your &amp;lt;code&amp;gt;Video Resolution&amp;lt;/code&amp;gt; setting. If this is set too high then that can cause lag. Even if your pc is very powerful we still recommend not going over 800x600, because it will demand a lot of resources from your computer without increasing the graphics all that much (it&#039;s a 20 y/o game). If you&#039;re still experiencing lag then consider decreasing the resolution even further. Remember: Bizhawk is a very resource-intensive emulator. Playing in full screen could also be a cause of lag.&lt;br /&gt;
&lt;br /&gt;
=== Audio Issues ===&lt;br /&gt;
Audio issues can be just that, audio issues, but if you have a reasonably powerful graphics card in your computer audio issues can be a result of Bizhawk using the integrated GPU on your CPU instead of the actual powerful dedicated GPU.&lt;br /&gt;
&lt;br /&gt;
==== Ensure Proper GPU is Being Used ====&lt;br /&gt;
[https://www.howtogeek.com/351522/how-to-choose-which-gpu-a-game-uses-on-windows-10/ Follow this resource] to ensure Bizhawk is using your high performance GPU if you have one.&lt;br /&gt;
&lt;br /&gt;
==== Decrease Resolution ====&lt;br /&gt;
If your high performance GPU is being used, or you don&#039;t have one, then try reducing the output resolution. Refer back to [[Bizhawk#Better_Graphics|here]] to help guide you.&lt;br /&gt;
&lt;br /&gt;
==== Increase the Audio Buffer ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk_audio.jpg|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes the audio buffer BizHawk uses runs out and causes audio skipping, or crashes the emulator. To prevent this issue you should increase the audio buffer size. Go to &amp;lt;code&amp;gt;Config &amp;gt; Sound...&amp;lt;/code&amp;gt; and increase the &amp;quot;Buffer Size&amp;quot; from 100 milliseconds to at least 250 milliseconds. This will slightly delay audio playback but should reduce how often the emulator crashes.&lt;br /&gt;
&lt;br /&gt;
==== Change the Output Method ====&lt;br /&gt;
If you are still having audio issues you can also try changing the &amp;quot;Output Method.&amp;quot; You&#039;ll have to try each option and see which one works best for you as there is no guaranteed best option.&lt;br /&gt;
&lt;br /&gt;
== Multiworld ==&lt;br /&gt;
Testrunner made a coop mod for the OoT Randomizer: Nothing is shared communally by all players, however there are now player-specific items which are mixed between all the worlds. So if you obtain an item for yourself, only you get it. If you obtain an item for another player, then only they get it. This effectively means everyone will be playing different intermingled seeds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information and instructions check the [[Multiworld]] setup guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Texture Packs ==&lt;br /&gt;
&lt;br /&gt;
The following link will let you set up texture packs for [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs Bizhawk]&lt;br /&gt;
&lt;br /&gt;
== Aspect Ratio Enhancement ==&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039; Race/Competition Legal. For race legal advice regarding Aspect Ratio click [[Bizhawk#Aspect_Ratio|here.]]&lt;br /&gt;
&lt;br /&gt;
In the N64 Graphics Plugin Settings change the resolution on the main tab to a custom resolution of whatever Aspect Ratio you desire, then on the GlideN64 tab scroll down to the video section and set Aspect Ratio to Adjust. This will cause the emulator to expand the camera view port in the game to match the specified resolution, allowing you to see more of the game at any given moment.&lt;br /&gt;
&lt;br /&gt;
This can be used to avoid black bars around the game without introducing stretching nor cropping of the image. The downsides to this are that Frame Buffer effects will only render in the original 4:3 view port space and some visual tricks will be rendered incorrectly, in the case of Ocarina of Time and Majora&#039;s Mask this &#039;&#039;mostly&#039;&#039; affects the Lens of Truth effect and Shops.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=2437</id>
		<title>Bizhawk</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Bizhawk&amp;diff=2437"/>
		<updated>2022-02-08T17:07:27Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: 2.3 &amp;gt; 2.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bizhawk_releases_page_download.png|thumb|250px|You want the first file located under the Assets heading for both downloads. It should have &amp;quot;.zip&amp;quot; at the end. Version numbers will vary, ask in #setup-support on Discord if you&#039;re not sure which versions you want.]]&lt;br /&gt;
&lt;br /&gt;
BizHawk is a frontend for small number of emulators and is targeted at Tool-Assisted Speedrunners. The advantage of this is that it means the emulators you use on it are targeted towards accuracy so you are unlikely to run into too many bugs that aren&#039;t also found when running the games on hardware. A small disadvantage to this is that these emulators also have various debugging tools enabled, which generally means they run slightly slower than emulators without these features enabled. But this also allows further manipulation of the game via Lua scripts which is how [[Multiworld]] functions. This also means that as of right now, &#039;&#039;&#039;&#039;&#039;BizHawk is the only emulator that can be used for playing Multiworld&#039;&#039;&#039;&#039;&#039;. Please also read the Multiworld page while setting up Bizhawk for that purpose.&lt;br /&gt;
&lt;br /&gt;
First, you must download BizHawk and the files it requires to have installed to even run.&lt;br /&gt;
* [https://github.com/TASVideos/BizHawk-Prereqs/releases/ Prerequisite Files Installer]&lt;br /&gt;
** You want version 2.1 of the pre-requisites if you are using Bizhawk 2.7.x and the newest version of the pre-requisites if you are using the newest version of BizHawk.&lt;br /&gt;
* [https://github.com/TASVideos/BizHawk/releases/ BizHawk Emulator]&lt;br /&gt;
&lt;br /&gt;
== Installing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 01.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the files for installation, you have to extract them. Right-click the zip files and choose &amp;quot;Extract All...&amp;quot; and click next a couple of time. Make sure you do this for both zip files you downloaded.&lt;br /&gt;
&lt;br /&gt;
You should now have a folder with a name like &#039;&#039;bizhawk_prereqs_vX.X&#039;&#039; where &amp;lt;code&amp;gt;X.X&amp;lt;/code&amp;gt; is the version of the prerequisites that you downloaded such as &amp;lt;code&amp;gt;2.1&amp;lt;/code&amp;gt;. This version can be different than the BizHawk version. Open this folder.&lt;br /&gt;
&lt;br /&gt;
Inside there should be a file called &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt;. Double-click this file and click next a couple of times, then wait for all of the files to install. Once the installer has completed you can continue.&lt;br /&gt;
&lt;br /&gt;
== Emulator Setup ==&lt;br /&gt;
You can now start up BizHawk. Open the folder &#039;&#039;BizHawk-X.X.X&#039;&#039; where &amp;lt;code&amp;gt;X.X.X&amp;lt;/code&amp;gt; is the BizHawk version you downloaded, such as &amp;lt;code&amp;gt;2.7.0&amp;lt;/code&amp;gt;. This version can be different than the Prerequisites version. Inside this folder is a file called &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. Open this file.&lt;br /&gt;
&lt;br /&gt;
You have to load a ROM before you can change N64 emulator-specific settings. Go to &amp;lt;code&amp;gt;File &amp;gt; Open ROM&amp;lt;/code&amp;gt; in the menu bar up top. Locate your ROM and open it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Rom.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable RAM Expansion ===&lt;br /&gt;
&lt;br /&gt;
Now that you have loaded a ROM a new menu entry &#039;&#039;N64&#039;&#039; will show up in the menu bar. Ensure &amp;lt;code&amp;gt;N64 &amp;gt; Use Expansion Slot&amp;lt;/code&amp;gt; has a check-mark beside it indicating it is enabled. If it does not click on it to enable it. Once you have enabled the setting you have to reboot the core for it to take effect. Navigate to &amp;lt;code&amp;gt;Emulation &amp;gt; Reboot Core&amp;lt;/code&amp;gt; to do so. You&#039;ll have to do this for every randomizer rom you create due to how Bizhawk works.&lt;br /&gt;
&lt;br /&gt;
=== Enable Save Backup In Case of Crashes ===&lt;br /&gt;
&lt;br /&gt;
Go to Config -&amp;gt; Customize and navigate to the Advanced tab. You should check the box for AutoSaveRAM and set it to a reasonable time, such as 30-45 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance, while setting it too high can cause save data corruption if you crash mid-save). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Bizhawk#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]]. &lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
=== Hotkey Settings ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 04.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended to remove most, if not all, of the default hotkeys. Some are bound to your controller by default and can cause frustration while trying to play. Go to &amp;lt;code&amp;gt;Config &amp;gt; Hotkeys...&amp;lt;/code&amp;gt;, select a hotkey, and simply press the &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; key on your keyboard to unbind it. You can also click Misc and Clear All to unbind all of the hotkeys at once.&lt;br /&gt;
&lt;br /&gt;
=== Required Settings for Racing ===&lt;br /&gt;
&lt;br /&gt;
If you wish to partake in our community&#039;s races, then don&#039;t forgot to also configure the settings mentioned [[Racing#BizHawk|here]].&lt;br /&gt;
&lt;br /&gt;
== Controls Setup ==&lt;br /&gt;
First, take a look at the [[Controller Setup]] guide. Ensure your controller is calibrated, and if you are using one of the controllers with additional setups steps in that guide make sure you follow them.&lt;br /&gt;
&lt;br /&gt;
With the ROM still running, go to &amp;lt;code&amp;gt;Config &amp;gt; Controllers...&amp;lt;/code&amp;gt; and set up your controls by clicking on the textboxes and pressing the button on your controller or keyboard you wish to have mapped to the displayed N64 control. If your controller isn&#039;t registering inputs you are missing the required drivers for your controller and must find them and install them.&lt;br /&gt;
&lt;br /&gt;
=== XBOX Controller Troubleshooting ===&lt;br /&gt;
XBOX controllers can be a bit finicky with BizHawk.&lt;br /&gt;
&lt;br /&gt;
==== XBOX One Analog Stick Doesn&#039;t Work As Background Input ====&lt;br /&gt;
In versions prior to 2.5, BizHawk does not reliably communicate with the XBOX One controller, and on Windows 10, Windows itself will take control over the controller&#039;s left analog stick when the window isn&#039;t focused. To fix this, update to BizHawk 2.5 or later.&lt;br /&gt;
&lt;br /&gt;
==== Can Only Press 1 Trigger At A Time or Background Input Buttons Don&#039;t Work ====&lt;br /&gt;
[[File:Bizhawk 2.5 Customization Options XBOX.png]]&lt;br /&gt;
&lt;br /&gt;
In versions prior to 2.5 BizHawk does not reliably communicate with XBOX controllers. To fix this, update to BizHawk 2.5 or newer. In these versions, you can go to &#039;&#039;Config &amp;gt; Customize...&#039;&#039; and under the &#039;&#039;General&#039;&#039; tab there is an &#039;&#039;Input Method (requires restart)&#039;&#039; option. Choose the radio button by &#039;&#039;OpenTK&#039;&#039;. Click &#039;&#039;OK&#039;&#039;, then close BizHawk. When you relaunch BizHawk you should rebind all of your controls again, including the analog sticks. You should no longer have issues with your controller.&lt;br /&gt;
&lt;br /&gt;
=== Better Analog Stick Accuracy ===&lt;br /&gt;
&#039;&#039;Provided by Retzioka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 03.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the first &#039;&#039;&#039;4&#039;&#039;&#039; boxes under &#039;&#039;Normal Controls&#039;&#039; are empty as displayed above. If they are not, click the box and hit &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; to clear the bind. These settings will force your controller to always input the control stick at 100% rather than by how much you press the stick in a direction. This makes aiming in the game very difficult. You never want these set if you are using a controller with an analog stick which is why we unbind them.&lt;br /&gt;
&lt;br /&gt;
Now go to the &#039;&#039;Analog Controls&#039;&#039; tab and click the &#039;&#039;Bind&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Axis&#039;&#039;&#039; Move your stick Left to Right once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Y-Axis&#039;&#039;&#039; Move your stick from Up to Down once.&lt;br /&gt;
&lt;br /&gt;
Be sure to also adjust your sensitivity to make it easier to aim as well. The image above shows an example, but everyone has a different setting that &amp;quot;feels good&amp;quot; to them. Experiment with them, especially once you&#039;ve found a Bow or Slingshot.&lt;br /&gt;
&lt;br /&gt;
== Optional Settings ==&lt;br /&gt;
&lt;br /&gt;
=== Better Graphics ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 05.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;Config &amp;gt; Cores &amp;gt; N64 Video Plugin Settings&amp;lt;/code&amp;gt; you should see a dropdown box titled &#039;&#039;Video Resolution&#039;&#039;. The recommended resolution is &amp;lt;code&amp;gt;640x480&amp;lt;/code&amp;gt; and the maximum recommended resolution is &amp;lt;code&amp;gt;800x600&amp;lt;/code&amp;gt;. Higher resolutions will affect the performance of the emulator and is a major cause of slowed and laggy gameplay.&lt;br /&gt;
&lt;br /&gt;
If you computer has up-to-date OpenGL drivers (fairly modern Nvidia and AMD cards, and only very, very recent Intel graphics) you should change the &#039;&#039;Active Video Plugin&#039;&#039; to &amp;lt;code&amp;gt;GLideN64&amp;lt;/code&amp;gt; as it is the most accurate video plugin. If the game boots to a black screen while after activating this plugin try Glide64 mk2 instead. Use Rice plugin only as a last resort as it is quite inaccurate.&lt;br /&gt;
&lt;br /&gt;
=== Background Inputs ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 06.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a Streamer, you may have to click around often. This will make sure that whatever you do, the Emulator will register the inputs from your Controller. Go to &amp;lt;code&amp;gt;Config &amp;gt; Customize...&amp;lt;/code&amp;gt; and make sure &amp;lt;code&amp;gt;Run in background&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Accept background input&amp;lt;/code&amp;gt; are both checked. It is also recommended to uncheck the &amp;lt;code&amp;gt;Pause when menu activated&amp;lt;/code&amp;gt; box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you selected a high resolution in the previous step your FPS might go down if you click somewhere other than on the Emulator.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Save States ===&lt;br /&gt;
In order to use save states in OoTR you will need to go to &amp;lt;code&amp;gt;N64 &amp;gt; Use Expansion Slot&amp;lt;/code&amp;gt; and enable it. Savestates made before this change will fail, but any made after will be fine.&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;lt;code&amp;gt;N64&amp;lt;/code&amp;gt; dropdown bar will not appear until after you&#039;ve loaded a rom.&lt;br /&gt;
&lt;br /&gt;
=== Aspect Ratio ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk 07.png|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you decide to make your emulator’s window fullscreen, your game will look stretched. This does not look very nice for either you or your viewers. This will ensure the game will stay in its original 4:3 Ratio. Go to &amp;lt;code&amp;gt;Config &amp;gt; Display&amp;lt;/code&amp;gt; and check the &amp;lt;code&amp;gt;Maintain aspect ratio (letterbox)&amp;lt;/code&amp;gt; box and select &amp;lt;code&amp;gt;Use 1:1 pixel size&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== My Save Files Are Suddenly Gone ===&lt;br /&gt;
&lt;br /&gt;
If Bizhawk closes improperly (e.g. due to a crash), then it will clear your save files upon reloading the rom. To prevent this from happening, read the instructions in the next subsection. If you have already reloaded your seed, then there is unfortunately nothing that can be done to retrieve your save file.&lt;br /&gt;
&lt;br /&gt;
There have also been reports of this happening even though Bizhawk didn&#039;t crash. We believe that this is still due to closing Bizhawk improperly. After you&#039;re done playing, save the game and wait for Bizhawk to create your backups. Then go to &amp;lt;code&amp;gt;File -&amp;gt; Close ROM&amp;lt;/code&amp;gt;, and afterwards hit &amp;lt;code&amp;gt;File -&amp;gt; Exit&amp;lt;/code&amp;gt;. This should be the safest way to close Bizhawk and preserve your saves.&lt;br /&gt;
&lt;br /&gt;
=== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ===&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Bizhawk#Enable Save Backup In Case of Crashes|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
=== I am getting (Random) Crashes ===&lt;br /&gt;
[[Bizhawk#Enable RAM Expansion|Ensure that you&#039;ve enabled RAM expansion]]&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk is Laggy ===&lt;br /&gt;
Go to &amp;lt;code&amp;gt;Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings&amp;lt;/code&amp;gt; and take a look at your &amp;lt;code&amp;gt;Video Resolution&amp;lt;/code&amp;gt; setting. If this is set too high then that can cause lag. Even if your pc is very powerful we still recommend not going over 800x600, because it will demand a lot of resources from your computer without increasing the graphics all that much (it&#039;s a 20 y/o game). If you&#039;re still experiencing lag then consider decreasing the resolution even further. Remember: Bizhawk is a very resource-intensive emulator. Playing in full screen could also be a cause of lag.&lt;br /&gt;
&lt;br /&gt;
=== Audio Issues ===&lt;br /&gt;
Audio issues can be just that, audio issues, but if you have a reasonably powerful graphics card in your computer audio issues can be a result of Bizhawk using the integrated GPU on your CPU instead of the actual powerful dedicated GPU.&lt;br /&gt;
&lt;br /&gt;
==== Ensure Proper GPU is Being Used ====&lt;br /&gt;
[https://www.howtogeek.com/351522/how-to-choose-which-gpu-a-game-uses-on-windows-10/ Follow this resource] to ensure Bizhawk is using your high performance GPU if you have one.&lt;br /&gt;
&lt;br /&gt;
==== Decrease Resolution ====&lt;br /&gt;
If your high performance GPU is being used, or you don&#039;t have one, then try reducing the output resolution. Refer back to [[Bizhawk#Better_Graphics|here]] to help guide you.&lt;br /&gt;
&lt;br /&gt;
==== Increase the Audio Buffer ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:block;margin:20px;&amp;quot;&amp;gt;[[File:Bizhawk_audio.jpg|RTENOTITLE]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes the audio buffer BizHawk uses runs out and causes audio skipping, or crashes the emulator. To prevent this issue you should increase the audio buffer size. Go to &amp;lt;code&amp;gt;Config &amp;gt; Sound...&amp;lt;/code&amp;gt; and increase the &amp;quot;Buffer Size&amp;quot; from 100 milliseconds to at least 250 milliseconds. This will slightly delay audio playback but should reduce how often the emulator crashes.&lt;br /&gt;
&lt;br /&gt;
==== Change the Output Method ====&lt;br /&gt;
If you are still having audio issues you can also try changing the &amp;quot;Output Method.&amp;quot; You&#039;ll have to try each option and see which one works best for you as there is no guaranteed best option.&lt;br /&gt;
&lt;br /&gt;
== Multiworld ==&lt;br /&gt;
Testrunner made a coop mod for the OoT Randomizer: Nothing is shared communally by all players, however there are now player-specific items which are mixed between all the worlds. So if you obtain an item for yourself, only you get it. If you obtain an item for another player, then only they get it. This effectively means everyone will be playing different intermingled seeds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information and instructions check the [[Multiworld]] setup guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Texture Packs ==&lt;br /&gt;
&lt;br /&gt;
The following link will let you set up texture packs for [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs Bizhawk]&lt;br /&gt;
&lt;br /&gt;
== Aspect Ratio Enhancement ==&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039; Race/Competition Legal. For race legal advice regarding Aspect Ratio click [[Bizhawk#Aspect_Ratio|here.]]&lt;br /&gt;
&lt;br /&gt;
In the N64 Graphics Plugin Settings change the resolution on the main tab to a custom resolution of whatever Aspect Ratio you desire, then on the GlideN64 tab scroll down to the video section and set Aspect Ratio to Adjust. This will cause the emulator to expand the camera view port in the game to match the specified resolution, allowing you to see more of the game at any given moment.&lt;br /&gt;
&lt;br /&gt;
This can be used to avoid black bars around the game without introducing stretching nor cropping of the image. The downsides to this are that Frame Buffer effects will only render in the original 4:3 view port space and some visual tricks will be rendered incorrectly, in the case of Ocarina of Time and Majora&#039;s Mask this &#039;&#039;mostly&#039;&#039; affects the Lens of Truth effect and Shops.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Multiworld&amp;diff=2436</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Multiworld&amp;diff=2436"/>
		<updated>2022-02-08T17:06:42Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: 2.3 &amp;gt; 2.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aim of this page is to help the reader set up [[Bizhawk]] for Multiworld. Multiworld is a co-op mod for the OoT Randomizer. Players have their own inventory and their own world. Also, player-specific items are mixed between the worlds. For example, if you obtain an item in your world, it could either stay with you or get sent to another player. Everyone participating will be playing different intermingled seeds.&lt;br /&gt;
&lt;br /&gt;
As an example, there could be a scenario where Player 1 can only advance in their own world based on something Player 2 does. Once Player 2 finds the Megaton Hammer belonging to Player 1, Player 1 will automatically receive it. Every world is linked together. &lt;br /&gt;
&lt;br /&gt;
In order to link everyone&#039;s worlds together, players need to make use of &amp;quot;lua scripts&amp;quot;. These are only compatible with Bizhawk, however the ModLoader64 devs have made a copy which is compatible with their emulator and the OoT Online pak, allowing players to play without a &amp;quot;host&amp;quot; and to see each other&#039;s character in the game. ([https://discord.gg/mWDztG For assistance with ModLoader64, please join their Discord].) Support for other emulators, as well as console support, is planned for future releases.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}}&lt;br /&gt;
&lt;br /&gt;
== Generating the Seeds ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Webpatcher ===&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://ootrandomizer.com/generator Webpatcher] and set up the settings you want for the seed. On the &amp;lt;code&amp;gt;Rom Options&amp;lt;/code&amp;gt; tab change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Once you&#039;re done, generate the seed.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
After you have generated the seed, share the URL with your partners and have everyone choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Then continue patching the rom as you would normally (don&#039;t forget cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
=== Using the Offline Version ===&lt;br /&gt;
&lt;br /&gt;
Generating a ROM using an offline build works a little differently. After choosing the settings you wish to play with, go to the &amp;lt;code&amp;gt;ROM Options&amp;lt;/code&amp;gt; tab and set &amp;lt;code&amp;gt;Generate New Seed&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;Generate From Seed&amp;lt;/code&amp;gt; in previous versions). Choose &amp;lt;code&amp;gt;Patch File&amp;lt;/code&amp;gt; as your &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; and change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Then hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev1.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Send the patch file (.zpfz) to your partners and have them set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;Compressed [Stable]&amp;lt;/code&amp;gt; now, and everyone should choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Select the patch file and hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt; (don&#039;t forget to set cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively. &lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev3.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Note: if your partners don&#039;t have the offline build they can also patch the rom using the website. Make sure to set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt; and select your patch file (.zpfz).&lt;br /&gt;
&lt;br /&gt;
There are several reasons why someone might want to generate a ROM using an offline build. For example, some builds might have features that are not available on the website build (yet), like [https://github.com/Roman971/OoT-Randomizer additional Entrance Randomizer settings]. Generating from an offline build also lets you play with your own custom patches.&lt;br /&gt;
&lt;br /&gt;
== Installing Multiworld and Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== The Recommended Method ===&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Windows+R&#039;&#039;&#039; to open the &#039;&#039;&#039;Run&#039;&#039;&#039; dialog box, and then type &amp;quot;&#039;&#039;&#039;powershell&#039;&#039;&#039;&amp;quot; in the text box. Once you have your PowerShell window open, copy-paste this in:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;cd $env:userprofile\downloads;&lt;br /&gt;
Set-ExecutionPolicy Bypass -Scope Process -Force;&lt;br /&gt;
[System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072;&lt;br /&gt;
iex ((New-Object System.Net.WebClient).DownloadString(&#039;https://raw.githubusercontent.com/TestRunnerSRL/bizhawk-co-op/master/bizhawk-co-op.ps1&#039;))&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here, the PowerShell is getting you 99% of the way done: it will create a new Bizhawk 2.7 install in your downloads folder and place everything for you. Say &#039;&#039;&#039;yes&#039;&#039;&#039; when PowerShell prompts you to install the &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt; file. Once PowerShell is done, you can move the Bizhawk 2.7 folder somewhere else if you wish. Afterwards, open up the Bizhawk 2.7 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== The Alternate Method ===&lt;br /&gt;
&lt;br /&gt;
==== Download the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
First, you must download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip TestRunner&#039;s GitHub page]. When you download this, extract its contents to &#039;&#039;its own folder&#039;&#039; - it will be creating a new Bizhawk install for you to use, so you must keep it separate. &#039;&#039;Note: Whenever there is an update to the Multiworld script, everybody playing must update to the latest version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Running the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
Once you have the contents extracted to its own folder, locate the &amp;lt;code&amp;gt;bizhawk-co-op.ps1&amp;lt;/code&amp;gt; file. Right Click and select Run with PowerShell.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG1.png|610x149px|Run with PowerShell]]&lt;br /&gt;
&lt;br /&gt;
If Powershell prompts you for permissions, say yes to all. From here, the Powershell is getting you 99% of the way done: it will create a new Bizhawk 2.7 install and place everything for you. Once Powershell is done, open up the Bizhawk 2.7 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. &#039;&#039;Note: It is recommended you delete everything outside of the Bizhawk 2.7 folder that was created. These files are no longer needed and only add confusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Powershell Permissions ====&lt;br /&gt;
&lt;br /&gt;
You may need to enable executing Powershell scripts without requiring the script to be digitally signed. Open Powershell from the Start Menu by right clicking it and selecting &amp;quot;Run as Admin&amp;quot;. Click the &amp;quot;Yes&amp;quot; button to allow Powershell to run as Administrator. Type &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt; and press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; once, type &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; then press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; again. The Powershell script should now run.&lt;br /&gt;
&lt;br /&gt;
== Configuring Bizhawk for Multiworld ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk Settings ===&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to &amp;lt;code&amp;gt;Config -&amp;gt; Customize&amp;lt;/code&amp;gt; and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select &amp;lt;code&amp;gt;Lua+LuaInterface&amp;lt;/code&amp;gt; and hit OK. While on the Advanced tab, you should also check the box for &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; and set it to a reasonable time, such as 60-180 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Multiworld#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, tick the boxes for &amp;quot;Accept background input&amp;quot; and &amp;quot;Run in background&amp;quot; – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes and prevent the emulation from pausing (which will disconnect you). Clear your hotkeys by going to Config -&amp;gt; Hotkeys, and at the bottom click Misc and Clear All.&lt;br /&gt;
&lt;br /&gt;
=== Controller Settings ===&lt;br /&gt;
&lt;br /&gt;
The next step is to set your controller up. Your controller configuration will vary based on what controller you are using; for Bizhawk to enable the Controller menu, you must have a ROM loaded. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MWG3.png|320x207px|Normal Controls]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll then have to bind your analog stick in the Analog tab of your controller config and adjust your sensitivity and deadzones to your preference. &#039;&#039;Additional info on controller setup can be found in Step 6 of the [[Bizhawk|Bizhawk Guide]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Video Settings ===&lt;br /&gt;
&lt;br /&gt;
You can fix how your game looks by going to Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings. In here, change your resolution so that it runs smooth. Multiworld will drop your performance, so keep that in mind. The recommended video plugin is GLideN64. &#039;&#039;(This is not the same plugin as Glide64!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Starting the Multiworld Session ==&lt;br /&gt;
&lt;br /&gt;
=== Opening the Lua Console ===&lt;br /&gt;
&lt;br /&gt;
Once you have your emulator set up to run how you are comfortable with, its time to move to the Lua console. Go to Tools -&amp;gt; Lua Console, and a separate window will open up. &#039;&#039;This window must remain open at all times during a Multiworld.&#039;&#039; In the Lua Console, go to Settings and checkmark the Disable Scripts on loads.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG4.png|586x379px|Disable Scripts on Load]]&lt;br /&gt;
&lt;br /&gt;
This is the last of the settings changes you have to do. If you want Bizhawk to retain these settings changes for the next time, go to Config -&amp;gt; Save Config. Once you have these steps done, &#039;&#039;&#039;you MUST close your emulator and reopen it for this change to take effect&#039;&#039;&#039;. Close out of Bizhawk, and then reopen it and the Lua Console. Sometimes this will not be enough and you will still get an error trying to load the Lua file. In that case reboot your entire computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If for some reason you do not have your Multiworld ROM open, you must do so now.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here in the Lua Console, Open Script and locate the &amp;lt;code&amp;gt;bizhawk co-op.lua&amp;lt;/code&amp;gt; file in the Bizhawk 2.7 folder. Once you have that done, a red square will appear in the console; double click it and a new window will open up.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG5 2.png|Bizhawk co-op]]&lt;br /&gt;
&lt;br /&gt;
This window must &#039;&#039;also&#039;&#039; stay open at all times.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
The Lua Console Script is where you set up a room and join rooms.&lt;br /&gt;
&lt;br /&gt;
If you are the Host: You must port forward. How you do this varies on what brand your router is. Instructions on how to do this can be found by Googling your brand/model of router. You&#039;ll want to use a port between 49152 and 65535. We highly recommend using the default port, 50000. You&#039;ll also want to ensure you&#039;re forwarding the TCP protocol as that is the protocol Multiworld uses. Most other games you have port forwarded in the past likely were using the UDP protocol.&lt;br /&gt;
&lt;br /&gt;
Once that is done, in the Bizhawk Co-op window the Host must set their name, password, and the port that was forwarded, along with setting the game script to Ocarina of Time. Don&#039;t set the IP address. Hit Create Room and tell the people joining the Room Name (= your name), password, and port. &#039;&#039;(It is not recommended to use your own personal password here, as it is shared with the group. Use something that will prevent random people from joining your room, but not something that will compromise your own security.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are Joining and the Host has set up the room: hit Refresh in the Bizhawk Co-op window and select the Host&#039;s Room from the dropdown bar. When you input your username, keep in mind the game will use this to display who got what item for everyone playing. It will max out at 8 characters, even if you input more. Fill in the password and port number the Host gave you and select the Ocarina of Time Game Script and hit Join Room.&lt;br /&gt;
&lt;br /&gt;
You can also select a player number when both hosting and joining a room. This is non-mandatory, and player numbers will be automatically selected if non are entered. This also does not need to match the world number chosen when patching your ROM file. If you do select a player number, and that number is already filled in that room, you will be unable to join.&lt;br /&gt;
&lt;br /&gt;
=== Play Some Multiworld! ===&lt;br /&gt;
&lt;br /&gt;
Go and have fun with new or old friends! If you are part of the Ocarina of Time Randomizer Discord, you can assign the Multiworld role to yourself by going to the [https://discordapp.com/channels/274180765816848384/478962049079050241 #chat-bot] channel and typing &amp;lt;code&amp;gt;!role Multiworld&amp;lt;/code&amp;gt; - this will allow you to receive pings in the server where there are announcements from the Devs or folks are looking for players. You can also visit [https://discordapp.com/channels/274180765816848384/535739089521999883 #multiworld-planning] to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use one of the [[Trackers]] so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Map Trackers such as 2deep4real&#039;s Web Tracker or Hamsda&#039;s Map and Item Tracker package for EmoTracker are highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Installation Issues (Applies to both the Recommended and Alternate Methods) ===&lt;br /&gt;
&lt;br /&gt;
==== Windows 7 ====&lt;br /&gt;
&lt;br /&gt;
If you are running Windows 7 you will need to enable remote Powershell script execution, and make sure Powershell is updated.&lt;br /&gt;
&lt;br /&gt;
First, go to the [https://docs.microsoft.com/en-us/powershell/scripting/install/installing-windows-powershell?view=powershell-6#upgrading-existing-windows-powershell|Microsoft Installing Powershell page] and navigate to the download page for the the latest Windows 7 SP1 Powershell version. At the time of writing it is WMF 5.1. The file on the download page you want to download is named similar to &amp;lt;code&amp;gt;Win7AndW2K8R2-KB3191566-x64.zip&amp;lt;/code&amp;gt;. Run the &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; file inside of the zip file and it should update Powershell.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Virus ====&lt;br /&gt;
&lt;br /&gt;
Another issue that can occur while running the Powershell script is your anti-virus deleting the files it downloads. The BizHawk Prerequisites often gets marked as suspicious due to it being an installer that runs more installers. We can&#039;t give a detailed guide on how to exclude a folder in every anti-virus software, but search Google with a query like &amp;lt;code&amp;gt;Exclude Folder &amp;lt;your_anti-virus_name&amp;gt;&amp;lt;/code&amp;gt; and you should find a guide on their official site explaining how to do so. Exclude the folder that has the Powershell script in it and now you should be able to run it without the downloaded files getting deleted.&lt;br /&gt;
&lt;br /&gt;
=== Common Error Messages ===&lt;br /&gt;
These are the most common errors that pop up that have known solutions. If none of these solve the problem, try rebooting your computer again afterwards to ensure any new configurations are fully loaded.&lt;br /&gt;
&lt;br /&gt;
==== NullHawk Does Not Implement Memory Domains ====&lt;br /&gt;
You must load the ROM before activating the Lua scripts. &lt;br /&gt;
&lt;br /&gt;
If doing so does not fix the issue, open the Lua Console and look at &amp;lt;code&amp;gt;Settings -&amp;gt; Autoload&amp;lt;/code&amp;gt;. This setting should be &#039;&#039;&#039;disabled&#039;&#039;&#039;. Save the settings and completely close out of Bizhawk. Reopen, load the rom, and only after the rom is loaded open the Lua Console.&lt;br /&gt;
&lt;br /&gt;
==== Error 401 ====&lt;br /&gt;
This generally means that either the password entered was incorrect, or that the room name already exists. Also, avoid special characters like spaces in the room name. We recommend using letters (no accents) and numbers only.&lt;br /&gt;
&lt;br /&gt;
==== This ROM is not compatible with this version of the co-op script. ====&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip Update your scripts].&lt;br /&gt;
&lt;br /&gt;
==== Unable To Find Domain: CARTROM ====&lt;br /&gt;
You are using the A Link to the Past LUA script. Choose Ocarina of Time in the dropdown instead.&lt;br /&gt;
&lt;br /&gt;
==== Dynamic Libraries Not Enabled ====&lt;br /&gt;
You did not set the Lua Core setting properly. Remember to restart Bizhawk after changing it.&lt;br /&gt;
&lt;br /&gt;
==== Unprotected Error in Call to LUA API ====&lt;br /&gt;
This is a general error that pops up randomly. You need to ensure all copies of Bizhawk are closed properly. The easiest way to ensure this is by rebooting your computer.&lt;br /&gt;
&lt;br /&gt;
If you consistently get it when trying to start up the script, make sure the script is located in the Bizhawk root folder. This error will come up if you run the script from any other folder.&lt;br /&gt;
&lt;br /&gt;
==== Connection Failed: Timeout ====&lt;br /&gt;
There are several reasons this can happen, all of them being various methods of misconfiguration.&lt;br /&gt;
&lt;br /&gt;
First, the host must have the [[#Rooms|port being used forwarded]] if not using Hamachi. Your private IP address that you forward the port to can change for various reasons. Always ensure that the router is pointing to the right computer with the port forwarding options. The host must also not have pings blocked in their router settings. This setting can be found under many names depending on the router.&lt;br /&gt;
&lt;br /&gt;
Everyone playing must have the Bizhawk emulator allowed through their firewall.&lt;br /&gt;
&lt;br /&gt;
The above [[#Configuring_Bizhawk_for_Multiworld|Bizhawk configuration options]] are not optional. If you do not configure the emulator properly you will be unable to stay connected to each other.&lt;br /&gt;
&lt;br /&gt;
==== Invalid Arguments to Method Call ====&lt;br /&gt;
You&#039;ll get this error if files are in the wrong place. This can happen if you move any of the files manually, or if the Powershell script exits early.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to remove the Bizhawk folder and re-run the Powershell script. If your bizhawk-co-op.lua file is in the Lua folder, you can try moving it to the root folder where EmuHawk.exe is instead and see if that works too.&lt;br /&gt;
&lt;br /&gt;
==== Attempt to concatenate local &#039;err&#039; ====&lt;br /&gt;
This error occurs when some part that was downloaded was corrupt. The easiest way to fix this is to delete the Bizhawk folder the Powershell script downloaded and run it again.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Issues ===&lt;br /&gt;
&lt;br /&gt;
==== A Specific Item Failed to Transfer ====&lt;br /&gt;
&lt;br /&gt;
Items can be retrieved by having the receiving player enter a line of code into the Lua console, though it is best to avoid this situation entirely if possible. This frequently occurs if a player continues while one or more other players are disconnected from the room. To prevent this, always ensure everyone is connected before collecting any item.&lt;br /&gt;
&lt;br /&gt;
Go to [https://pidgezero.one/zootr/mwlua.html this website] (made by pidgezero_one) and select option 2. Locate the code for the missing item and follow the instructions there to retrieve the item. If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ====&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Multiworld#Bizhawk Settings|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
==== A Player Forfeits without Finishing ====&lt;br /&gt;
&lt;br /&gt;
If a player forfeits their world, the game can continue without them by entering code lines into the Lua console to retrieve the lost items for the remaining players. Upload the multiworld spoiler log on [https://pidgezero.one/zootr/mwlua.html this site] (made by pidgezero_one) and follow the instructions there.  If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== LUA Console Window Too Small ====&lt;br /&gt;
&lt;br /&gt;
If your window for the LUA connection console is too small and the elements are overlapping, you need to change your DPI settings. Right click EmuHawk -&amp;gt; Properties -&amp;gt; Compatability -&amp;gt; High DPI scaling override, change to &amp;quot;System (Enhanced)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:DPISettings.png|326x407px|EmuHawk High DPI Settings]]&lt;br /&gt;
&lt;br /&gt;
== Multiworld Without Port-Forwarding or Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== Hamachi ===&lt;br /&gt;
&lt;br /&gt;
If nobody in your multiworld group can port-forward for whatever reason, and you cannot get someone who can to join, then there is a program you can use: Hamachi. Let me preface this by saying that Hamachi basically &#039;tricks&#039; your computers to believe that you are all connected via LAN.&lt;br /&gt;
&lt;br /&gt;
To start, download Hamchi [[https://www.vpn.net/ here]] and install it. Create an account, and go to System &amp;gt; Preferences &amp;gt; Settings to make sure that &#039;Encryption&#039; is enabled. Then, click on the power button to go online.&lt;br /&gt;
&lt;br /&gt;
==== Hosting ====&lt;br /&gt;
If you&#039;re hosting, then click Network &amp;gt; Create a new network. Give it a unique name and password, making sure that nobody other than the people you&#039;re playing with find out this information. After this, you&#039;ll see it pop onscreen:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
To join an existing network, click Network &amp;gt; Join an existing network. Type in your friend&#039;s network ID and the network&#039;s password.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all connected in the network, you can start the multiworld.&lt;br /&gt;
&lt;br /&gt;
Right click on the address above your nickname, and click &#039;Copy IPv4 address&#039; and share it with the people joining you:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide2.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039;, Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
==== Joining ====&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039; and paste the IPv4 the host gave you into the &#039;Host IP&#039; bar. Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
Now you should be ready to start. As usual, if you have any more problems, seek advice within the OoTR Discord Server. &lt;br /&gt;
&lt;br /&gt;
==== Security Awareness ====&lt;br /&gt;
&#039;&#039;&#039;Be careful with who you give permission to join your network to.&#039;&#039;&#039; Using Hamachi is like letting everyone using it with you use a computer on the same network as yours.&lt;br /&gt;
&lt;br /&gt;
==== Hamachi Request Timed Out ====&lt;br /&gt;
[https://help.logmein.com/articles/en_US/FAQ/Resolving-Hamachi-Request-Timed-Out Follow these steps to ensure Hamachi is allowed through your firewall]. Both the Host and the clients connecting to the host should do this.&lt;br /&gt;
&lt;br /&gt;
=== Playing over LAN ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing over a LAN network, then all you need to do is set the &#039;room&#039; to (Custom IP), type the LAN&#039;s Ipv4 into the &#039;host IP&#039; field, and give yourself a username. Leave the password field blank.&lt;br /&gt;
&lt;br /&gt;
=== Play Without Bizhawk ===&lt;br /&gt;
&lt;br /&gt;
While Bizhawk is the officially supported emulator for multiworld, it is known to be a resource-intensive emulator in addition to being Windows only. If using Bizhawk is impossible for any reason, try the emulator ModLoader64 (Windows and Linux compatible), as DemoXin has modified the multiworld script to work with it. This method does not require a host. Modloader64 is also the only way to play Ocarina of Time Online, which allows players to see each other in the world, and also supports other various features. As we do not officially support this emulator or any of their paks, we kindly refer you to [https://discord.gg/mWDztG their Discord] for all issues and support.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
	<entry>
		<id>https://wiki-test.ootrandomizer.com/index.php?title=Multiworld&amp;diff=2342</id>
		<title>Multiworld</title>
		<link rel="alternate" type="text/html" href="https://wiki-test.ootrandomizer.com/index.php?title=Multiworld&amp;diff=2342"/>
		<updated>2021-12-24T03:22:50Z</updated>

		<summary type="html">&lt;p&gt;Maplestar: Generate From Seed &amp;gt; Generate New Seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aim of this page is to help the reader set up [[Bizhawk]] for Multiworld. Multiworld is a co-op mod for the OoT Randomizer. Players have their own inventory and their own world. Also, player-specific items are mixed between the worlds. For example, if you obtain an item in your world, it could either stay with you or get sent to another player. Everyone participating will be playing different intermingled seeds.&lt;br /&gt;
&lt;br /&gt;
As an example, there could be a scenario where Player 1 can only advance in their own world based on something Player 2 does. Once Player 2 finds the Megaton Hammer belonging to Player 1, Player 1 will automatically receive it. Every world is linked together. &lt;br /&gt;
&lt;br /&gt;
In order to link everyone&#039;s worlds together, players need to make use of &amp;quot;lua scripts&amp;quot;. These are only compatible with Bizhawk, however the ModLoader64 devs have made a copy which is compatible with their emulator and the OoT Online pak, allowing players to play without a &amp;quot;host&amp;quot; and to see each other&#039;s character in the game. ([https://discord.gg/mWDztG For assistance with ModLoader64, please join their Discord].) Support for other emulators, as well as console support, is planned for future releases.&lt;br /&gt;
&lt;br /&gt;
{{TOClimit|4}}&lt;br /&gt;
&lt;br /&gt;
== Generating the Seeds ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Webpatcher ===&lt;br /&gt;
&lt;br /&gt;
Start off by going to the [https://ootrandomizer.com/generator Webpatcher] and set up the settings you want for the seed. On the &amp;lt;code&amp;gt;Rom Options&amp;lt;/code&amp;gt; tab change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Once you&#039;re done, generate the seed.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
After you have generated the seed, share the URL with your partners and have everyone choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Then continue patching the rom as you would normally (don&#039;t forget cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgen2.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
=== Using the Offline Version ===&lt;br /&gt;
&lt;br /&gt;
Generating a ROM using an offline build works a little differently. After choosing the settings you wish to play with, go to the &amp;lt;code&amp;gt;ROM Options&amp;lt;/code&amp;gt; tab and set &amp;lt;code&amp;gt;Generate New Seed&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;Generate From Seed&amp;lt;/code&amp;gt; in previous versions). Choose &amp;lt;code&amp;gt;Patch File&amp;lt;/code&amp;gt; as your &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; and change the &amp;lt;code&amp;gt;Player Count&amp;lt;/code&amp;gt; to however many people will be playing. Then hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev1.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Send the patch file (.zpfz) to your partners and have them set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;Output Type&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;Compressed [Stable]&amp;lt;/code&amp;gt; now, and everyone should choose a different &amp;lt;code&amp;gt;Player ID&amp;lt;/code&amp;gt;. Select the patch file and hit &amp;lt;code&amp;gt;Generate!&amp;lt;/code&amp;gt; (don&#039;t forget to set cosmetics and sfx). Each player should have their own Randomizer ROM, with the formula &amp;lt;code&amp;gt;OoT_SeedID_SettingsHash_W0P0&amp;lt;/code&amp;gt; with the W0 and P0 being world count and player ID respectively. &lt;br /&gt;
&lt;br /&gt;
[[File:mwromgendev3.png|560x315px]]&lt;br /&gt;
&lt;br /&gt;
Note: if your partners don&#039;t have the offline build they can also patch the rom using the website. Make sure to set &amp;lt;code&amp;gt;Generate From File&amp;lt;/code&amp;gt; and select your patch file (.zpfz).&lt;br /&gt;
&lt;br /&gt;
There are several reasons why someone might want to generate a ROM using an offline build. For example, some builds might have features that are not available on the website build (yet), like [https://github.com/Roman971/OoT-Randomizer additional Entrance Randomizer settings]. Generating from an offline build also lets you play with your own custom patches.&lt;br /&gt;
&lt;br /&gt;
== Installing Multiworld and Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== The Recommended Method ===&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Windows+R&#039;&#039;&#039; to open the &#039;&#039;&#039;Run&#039;&#039;&#039; dialog box, and then type &amp;quot;&#039;&#039;&#039;powershell&#039;&#039;&#039;&amp;quot; in the text box. Once you have your PowerShell window open, copy-paste this in:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;pre&amp;gt;cd $env:userprofile\downloads;&lt;br /&gt;
Set-ExecutionPolicy Bypass -Scope Process -Force;&lt;br /&gt;
[System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072;&lt;br /&gt;
iex ((New-Object System.Net.WebClient).DownloadString(&#039;https://raw.githubusercontent.com/TestRunnerSRL/bizhawk-co-op/master/bizhawk-co-op.ps1&#039;))&amp;lt;/pre&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here, the PowerShell is getting you 99% of the way done: it will create a new Bizhawk 2.3 install in your downloads folder and place everything for you. Say &#039;&#039;&#039;yes&#039;&#039;&#039; when PowerShell prompts you to install the &amp;lt;code&amp;gt;bizhawk_prereqs.exe&amp;lt;/code&amp;gt; file. Once PowerShell is done, you can move the Bizhawk 2.3 folder somewhere else if you wish. Afterwards, open up the Bizhawk 2.3 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== The Alternate Method ===&lt;br /&gt;
&lt;br /&gt;
==== Download the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
First, you must download the Multiworld script from [https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip TestRunner&#039;s GitHub page]. When you download this, extract its contents to &#039;&#039;its own folder&#039;&#039; - it will be creating a new Bizhawk install for you to use, so you must keep it separate. &#039;&#039;Note: Whenever there is an update to the Multiworld script, everybody playing must update to the latest version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Running the Custom Bizhawk Installer ====&lt;br /&gt;
&lt;br /&gt;
Once you have the contents extracted to its own folder, locate the &amp;lt;code&amp;gt;bizhawk-co-op.ps1&amp;lt;/code&amp;gt; file. Right Click and select Run with PowerShell.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG1.png|610x149px|Run with PowerShell]]&lt;br /&gt;
&lt;br /&gt;
If Powershell prompts you for permissions, say yes to all. From here, the Powershell is getting you 99% of the way done: it will create a new Bizhawk 2.3 install and place everything for you. Once Powershell is done, open up the Bizhawk 2.3 folder it created and launch &amp;lt;code&amp;gt;EmuHawk.exe&amp;lt;/code&amp;gt;. &#039;&#039;Note: It is recommended you delete everything outside of the Bizhawk 2.3 folder that was created. These files are no longer needed and only add confusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Powershell Permissions ====&lt;br /&gt;
&lt;br /&gt;
You may need to enable executing Powershell scripts without requiring the script to be digitally signed. Open Powershell from the Start Menu by right clicking it and selecting &amp;quot;Run as Admin&amp;quot;. Click the &amp;quot;Yes&amp;quot; button to allow Powershell to run as Administrator. Type &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt; and press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; once, type &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; then press &amp;lt;code&amp;gt;Enter&amp;lt;/code&amp;gt; again. The Powershell script should now run.&lt;br /&gt;
&lt;br /&gt;
== Configuring Bizhawk for Multiworld ==&lt;br /&gt;
&lt;br /&gt;
=== Bizhawk Settings ===&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to do once you&#039;ve got the emulator running. The very first thing is go to &amp;lt;code&amp;gt;Config -&amp;gt; Customize&amp;lt;/code&amp;gt; and navigate to the Advanced tab. At the bottom, there is an option for Lua Core; select &amp;lt;code&amp;gt;Lua+LuaInterface&amp;lt;/code&amp;gt; and hit OK. While on the Advanced tab, you should also check the box for &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; and set it to a reasonable time, such as 60-180 seconds (keep in mind that setting this too low could increase lag and decrease overall emulator performance). This will allow Bizhawk to write your in-game save to your drive. This is &#039;&#039;&#039;NOT&#039;&#039;&#039; a form of save state - it simply periodically creates/updates a file on your hard drive with your in-game save data, and is wonderful for mitigating the effects of crashes. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;In the event of a crash (or if you open TAStudio by accident) DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save file follow the instructions over [[Multiworld#Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen!|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:bizhawkautosave.png|420x487px|Advanced Customization]]&lt;br /&gt;
&lt;br /&gt;
In the General tab of the Customize menu, tick the boxes for &amp;quot;Accept background input&amp;quot; and &amp;quot;Run in background&amp;quot; – this will allow Bizhawk to keep accepting controller inputs when you tab over to your tracker or notes and prevent the emulation from pausing (which will disconnect you). Clear your hotkeys by going to Config -&amp;gt; Hotkeys, and at the bottom click Misc and Clear All.&lt;br /&gt;
&lt;br /&gt;
=== Controller Settings ===&lt;br /&gt;
&lt;br /&gt;
The next step is to set your controller up. Your controller configuration will vary based on what controller you are using; for Bizhawk to enable the Controller menu, you must have a ROM loaded. For a smooth controller experience, you must unbind the first 4 binds in Config -&amp;gt; Controller such that it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MWG3.png|320x207px|Normal Controls]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll then have to bind your analog stick in the Analog tab of your controller config and adjust your sensitivity and deadzones to your preference. &#039;&#039;Additional info on controller setup can be found in Step 6 of the [[Bizhawk|Bizhawk Guide]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Video Settings ===&lt;br /&gt;
&lt;br /&gt;
You can fix how your game looks by going to Config -&amp;gt; Cores -&amp;gt; N64 Video Plugin Settings. In here, change your resolution so that it runs smooth. Multiworld will drop your performance, so keep that in mind. The recommended video plugin is GLideN64. &#039;&#039;(This is not the same plugin as Glide64!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Starting the Multiworld Session ==&lt;br /&gt;
&lt;br /&gt;
=== Opening the Lua Console ===&lt;br /&gt;
&lt;br /&gt;
Once you have your emulator set up to run how you are comfortable with, its time to move to the Lua console. Go to Tools -&amp;gt; Lua Console, and a separate window will open up. &#039;&#039;This window must remain open at all times during a Multiworld.&#039;&#039; In the Lua Console, go to Settings and checkmark the Disable Scripts on loads.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG4.png|586x379px|Disable Scripts on Load]]&lt;br /&gt;
&lt;br /&gt;
This is the last of the settings changes you have to do. If you want Bizhawk to retain these settings changes for the next time, go to Config -&amp;gt; Save Config. Once you have these steps done, &#039;&#039;&#039;you MUST close your emulator and reopen it for this change to take effect&#039;&#039;&#039;. Close out of Bizhawk, and then reopen it and the Lua Console. Sometimes this will not be enough and you will still get an error trying to load the Lua file. In that case reboot your entire computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If for some reason you do not have your Multiworld ROM open, you must do so now.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From here in the Lua Console, Open Script and locate the &amp;lt;code&amp;gt;bizhawk co-op.lua&amp;lt;/code&amp;gt; file in the Bizhawk 2.3 folder. Once you have that done, a red square will appear in the console; double click it and a new window will open up.&lt;br /&gt;
&lt;br /&gt;
[[File:MWG5 2.png|Bizhawk co-op]]&lt;br /&gt;
&lt;br /&gt;
This window must &#039;&#039;also&#039;&#039; stay open at all times.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
The Lua Console Script is where you set up a room and join rooms.&lt;br /&gt;
&lt;br /&gt;
If you are the Host: You must port forward. How you do this varies on what brand your router is. Instructions on how to do this can be found by Googling your brand/model of router. You&#039;ll want to use a port between 49152 and 65535. We highly recommend using the default port, 50000. You&#039;ll also want to ensure you&#039;re forwarding the TCP protocol as that is the protocol Multiworld uses. Most other games you have port forwarded in the past likely were using the UDP protocol.&lt;br /&gt;
&lt;br /&gt;
Once that is done, in the Bizhawk Co-op window the Host must set their name, password, and the port that was forwarded, along with setting the game script to Ocarina of Time. Don&#039;t set the IP address. Hit Create Room and tell the people joining the Room Name (= your name), password, and port. &#039;&#039;(It is not recommended to use your own personal password here, as it is shared with the group. Use something that will prevent random people from joining your room, but not something that will compromise your own security.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are Joining and the Host has set up the room: hit Refresh in the Bizhawk Co-op window and select the Host&#039;s Room from the dropdown bar. When you input your username, keep in mind the game will use this to display who got what item for everyone playing. It will max out at 8 characters, even if you input more. Fill in the password and port number the Host gave you and select the Ocarina of Time Game Script and hit Join Room.&lt;br /&gt;
&lt;br /&gt;
You can also select a player number when both hosting and joining a room. This is non-mandatory, and player numbers will be automatically selected if non are entered. This also does not need to match the world number chosen when patching your ROM file. If you do select a player number, and that number is already filled in that room, you will be unable to join.&lt;br /&gt;
&lt;br /&gt;
=== Play Some Multiworld! ===&lt;br /&gt;
&lt;br /&gt;
Go and have fun with new or old friends! If you are part of the Ocarina of Time Randomizer Discord, you can assign the Multiworld role to yourself by going to the [https://discordapp.com/channels/274180765816848384/478962049079050241 #chat-bot] channel and typing &amp;lt;code&amp;gt;!role Multiworld&amp;lt;/code&amp;gt; - this will allow you to receive pings in the server where there are announcements from the Devs or folks are looking for players. You can also visit [https://discordapp.com/channels/274180765816848384/535739089521999883 #multiworld-planning] to look for additional players. It is &#039;&#039;highly&#039;&#039; recommended that you use one of the [[Trackers]] so that you don&#039;t accidentally leave those new friends out to dry if you miss a check. Map Trackers such as 2deep4real&#039;s Web Tracker or Hamsda&#039;s Map and Item Tracker package for EmoTracker are highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Installation Issues (Applies to both the Recommended and Alternate Methods) ===&lt;br /&gt;
&lt;br /&gt;
==== Windows 7 ====&lt;br /&gt;
&lt;br /&gt;
If you are running Windows 7 you will need to enable remote Powershell script execution, and make sure Powershell is updated.&lt;br /&gt;
&lt;br /&gt;
First, go to the [https://docs.microsoft.com/en-us/powershell/scripting/install/installing-windows-powershell?view=powershell-6#upgrading-existing-windows-powershell|Microsoft Installing Powershell page] and navigate to the download page for the the latest Windows 7 SP1 Powershell version. At the time of writing it is WMF 5.1. The file on the download page you want to download is named similar to &amp;lt;code&amp;gt;Win7AndW2K8R2-KB3191566-x64.zip&amp;lt;/code&amp;gt;. Run the &amp;lt;code&amp;gt;.msu&amp;lt;/code&amp;gt; file inside of the zip file and it should update Powershell.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Virus ====&lt;br /&gt;
&lt;br /&gt;
Another issue that can occur while running the Powershell script is your anti-virus deleting the files it downloads. The BizHawk Prerequisites often gets marked as suspicious due to it being an installer that runs more installers. We can&#039;t give a detailed guide on how to exclude a folder in every anti-virus software, but search Google with a query like &amp;lt;code&amp;gt;Exclude Folder &amp;lt;your_anti-virus_name&amp;gt;&amp;lt;/code&amp;gt; and you should find a guide on their official site explaining how to do so. Exclude the folder that has the Powershell script in it and now you should be able to run it without the downloaded files getting deleted.&lt;br /&gt;
&lt;br /&gt;
=== Common Error Messages ===&lt;br /&gt;
These are the most common errors that pop up that have known solutions. If none of these solve the problem, try rebooting your computer again afterwards to ensure any new configurations are fully loaded.&lt;br /&gt;
&lt;br /&gt;
==== NullHawk Does Not Implement Memory Domains ====&lt;br /&gt;
You must load the ROM before activating the Lua scripts. &lt;br /&gt;
&lt;br /&gt;
If doing so does not fix the issue, open the Lua Console and look at &amp;lt;code&amp;gt;Settings -&amp;gt; Autoload&amp;lt;/code&amp;gt;. This setting should be &#039;&#039;&#039;disabled&#039;&#039;&#039;. Save the settings and completely close out of Bizhawk. Reopen, load the rom, and only after the rom is loaded open the Lua Console.&lt;br /&gt;
&lt;br /&gt;
==== Error 401 ====&lt;br /&gt;
This generally means that either the password entered was incorrect, or that the room name already exists. Also, avoid special characters like spaces in the room name. We recommend using letters (no accents) and numbers only.&lt;br /&gt;
&lt;br /&gt;
==== This ROM is not compatible with this version of the co-op script. ====&lt;br /&gt;
[https://github.com/TestRunnerSRL/bizhawk-co-op/archive/master.zip Update your scripts].&lt;br /&gt;
&lt;br /&gt;
==== Unable To Find Domain: CARTROM ====&lt;br /&gt;
You are using the A Link to the Past LUA script. Choose Ocarina of Time in the dropdown instead.&lt;br /&gt;
&lt;br /&gt;
==== Dynamic Libraries Not Enabled ====&lt;br /&gt;
You did not set the Lua Core setting properly. Remember to restart Bizhawk after changing it.&lt;br /&gt;
&lt;br /&gt;
==== Unprotected Error in Call to LUA API ====&lt;br /&gt;
This is a general error that pops up randomly. You need to ensure all copies of Bizhawk are closed properly. The easiest way to ensure this is by rebooting your computer.&lt;br /&gt;
&lt;br /&gt;
If you consistently get it when trying to start up the script, make sure the script is located in the Bizhawk root folder. This error will come up if you run the script from any other folder.&lt;br /&gt;
&lt;br /&gt;
==== Connection Failed: Timeout ====&lt;br /&gt;
There are several reasons this can happen, all of them being various methods of misconfiguration.&lt;br /&gt;
&lt;br /&gt;
First, the host must have the [[#Rooms|port being used forwarded]] if not using Hamachi. Your private IP address that you forward the port to can change for various reasons. Always ensure that the router is pointing to the right computer with the port forwarding options. The host must also not have pings blocked in their router settings. This setting can be found under many names depending on the router.&lt;br /&gt;
&lt;br /&gt;
Everyone playing must have the Bizhawk emulator allowed through their firewall.&lt;br /&gt;
&lt;br /&gt;
The above [[#Configuring_Bizhawk_for_Multiworld|Bizhawk configuration options]] are not optional. If you do not configure the emulator properly you will be unable to stay connected to each other.&lt;br /&gt;
&lt;br /&gt;
==== Invalid Arguments to Method Call ====&lt;br /&gt;
You&#039;ll get this error if files are in the wrong place. This can happen if you move any of the files manually, or if the Powershell script exits early.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to remove the Bizhawk folder and re-run the Powershell script. If your bizhawk-co-op.lua file is in the Lua folder, you can try moving it to the root folder where EmuHawk.exe is instead and see if that works too.&lt;br /&gt;
&lt;br /&gt;
==== Attempt to concatenate local &#039;err&#039; ====&lt;br /&gt;
This error occurs when some part that was downloaded was corrupt. The easiest way to fix this is to delete the Bizhawk folder the Powershell script downloaded and run it again.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Issues ===&lt;br /&gt;
&lt;br /&gt;
==== A Specific Item Failed to Transfer ====&lt;br /&gt;
&lt;br /&gt;
Items can be retrieved by having the receiving player enter a line of code into the Lua console, though it is best to avoid this situation entirely if possible. This frequently occurs if a player continues while one or more other players are disconnected from the room. To prevent this, always ensure everyone is connected before collecting any item.&lt;br /&gt;
&lt;br /&gt;
Go to [https://pidgezero.one/zootr/mwlua.html this website] (made by pidgezero_one) and select option 2. Locate the code for the missing item and follow the instructions there to retrieve the item. If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== Help! My emulator crashed!/I accidentally opened TAStudio and got a black screen! ====&lt;br /&gt;
&lt;br /&gt;
First of all, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT RELOAD THE ROM! DO NOT RELOAD THE ROM!&amp;lt;/span&amp;gt;&#039;&#039;&#039; Doing so will overwrite your backups, meaning that your save files will be gone. To recover your save files follow these instructions.&lt;br /&gt;
&lt;br /&gt;
# In your Bizhawk folder navigate to &amp;lt;code&amp;gt;\N64\SaveRAM&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Identify the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files corresponding to your seed. Sorting by date may help. Note that the &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; files will only exist if you&#039;ve [[Multiworld#Bizhawk Settings|enabled that]] beforehand.&lt;br /&gt;
# Optional: manually make a backup of these files somewhere on your pc.&lt;br /&gt;
# Delete the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file and rename &amp;lt;code&amp;gt;AutoSaveRAM&amp;lt;/code&amp;gt; to take the place of the &amp;lt;code&amp;gt;SaveRAM&amp;lt;/code&amp;gt; file you&#039;ve just deleted.&lt;br /&gt;
# Now you can safely load your seed again and continue playing.&lt;br /&gt;
&lt;br /&gt;
==== A Player Forfeits without Finishing ====&lt;br /&gt;
&lt;br /&gt;
If a player forfeits their world, the game can continue without them by entering code lines into the Lua console to retrieve the lost items for the remaining players. Upload the multiworld spoiler log on [https://pidgezero.one/zootr/mwlua.html this site] (made by pidgezero_one) and follow the instructions there.  If the layout looks wrong, press ctrl+F5 to fix it.&lt;br /&gt;
&lt;br /&gt;
==== LUA Console Window Too Small ====&lt;br /&gt;
&lt;br /&gt;
If your window for the LUA connection console is too small and the elements are overlapping, you need to change your DPI settings. Right click EmuHawk -&amp;gt; Properties -&amp;gt; Compatability -&amp;gt; High DPI scaling override, change to &amp;quot;System (Enhanced)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:DPISettings.png|326x407px|EmuHawk High DPI Settings]]&lt;br /&gt;
&lt;br /&gt;
== Multiworld Without Port-Forwarding or Bizhawk ==&lt;br /&gt;
&lt;br /&gt;
=== Hamachi ===&lt;br /&gt;
&lt;br /&gt;
If nobody in your multiworld group can port-forward for whatever reason, and you cannot get someone who can to join, then there is a program you can use: Hamachi. Let me preface this by saying that Hamachi basically &#039;tricks&#039; your computers to believe that you are all connected via LAN.&lt;br /&gt;
&lt;br /&gt;
To start, download Hamchi [[https://www.vpn.net/ here]] and install it. Create an account, and go to System &amp;gt; Preferences &amp;gt; Settings to make sure that &#039;Encryption&#039; is enabled. Then, click on the power button to go online.&lt;br /&gt;
&lt;br /&gt;
==== Hosting ====&lt;br /&gt;
If you&#039;re hosting, then click Network &amp;gt; Create a new network. Give it a unique name and password, making sure that nobody other than the people you&#039;re playing with find out this information. After this, you&#039;ll see it pop onscreen:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
To join an existing network, click Network &amp;gt; Join an existing network. Type in your friend&#039;s network ID and the network&#039;s password.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all connected in the network, you can start the multiworld.&lt;br /&gt;
&lt;br /&gt;
Right click on the address above your nickname, and click &#039;Copy IPv4 address&#039; and share it with the people joining you:&lt;br /&gt;
&lt;br /&gt;
[[File:Guide2.JPG|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039;, Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
==== Joining ====&lt;br /&gt;
&lt;br /&gt;
Then, start up the Bizhawk co-op lua script. Set &#039;Rooms&#039; to &#039;(Custom IP)&#039; and paste the IPv4 the host gave you into the &#039;Host IP&#039; bar. Set your Username and Password as usual, and the game script to Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
Now you should be ready to start. As usual, if you have any more problems, seek advice within the OoTR Discord Server. &lt;br /&gt;
&lt;br /&gt;
==== Security Awareness ====&lt;br /&gt;
&#039;&#039;&#039;Be careful with who you give permission to join your network to.&#039;&#039;&#039; Using Hamachi is like letting everyone using it with you use a computer on the same network as yours.&lt;br /&gt;
&lt;br /&gt;
==== Hamachi Request Timed Out ====&lt;br /&gt;
[https://help.logmein.com/articles/en_US/FAQ/Resolving-Hamachi-Request-Timed-Out Follow these steps to ensure Hamachi is allowed through your firewall]. Both the Host and the clients connecting to the host should do this.&lt;br /&gt;
&lt;br /&gt;
=== Playing over LAN ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing over a LAN network, then all you need to do is set the &#039;room&#039; to (Custom IP), type the LAN&#039;s Ipv4 into the &#039;host IP&#039; field, and give yourself a username. Leave the password field blank.&lt;br /&gt;
&lt;br /&gt;
=== Play Without Bizhawk ===&lt;br /&gt;
&lt;br /&gt;
While Bizhawk is the officially supported emulator for multiworld, it is known to be a resource-intensive emulator in addition to being Windows only. If using Bizhawk is impossible for any reason, try the emulator ModLoader64 (Windows and Linux compatible), as DemoXin has modified the multiworld script to work with it. This method does not require a host. Modloader64 is also the only way to play Ocarina of Time Online, which allows players to see each other in the world, and also supports other various features. As we do not officially support this emulator or any of their paks, we kindly refer you to [https://discord.gg/mWDztG their Discord] for all issues and support.&lt;/div&gt;</summary>
		<author><name>Maplestar</name></author>
	</entry>
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