Please review and adjust your flag selections below. Flags in
are considered "hard" settings
and are not recommended for new players.
Items are broken into five pools: key items includes all
swords, orbs, bracelets, and progression items (rabbit boots,
gas mask, and all items in the third row: windmill key through
bow of truth), as well as anything dropped by a boss (one each
of fruit of power, opel statue, fruit of repun, sacred shield,
and psycho armor); bonus items includes items that are
never required but are nice to have, specifically the remaining
six passive effect items in the second inventory row; consumable
items includes everything else found in chests: primarily first
row one-use items, but also includes psycho shield and battle armor;
magic is the eight spells; and traps are the 12 trap
chests found in various places. These pools can be shuffled together,
kept separate, or left unshuffled.
Sk: Shuffle key items
Sm: Shuffle magics
Sb: Shuffle bonus items
Sc: Shuffle consumables
Sbk: Shuffle key items with bonus items
Sbm: Shuffle bonus items with magic
Sbt: Shuffle bonus items with traps
Sct: Shuffle consumables with traps
Skm: Shuffle key items with magic
Skt: Shuffle key items with traps
Sbkm: Shuffle bonus, key, and magic
Sbc: Shuffle bonus items with consumables
Sck: Shuffle consumables with key items
Scm: Shuffle consumables with magic
Sbck: Shuffle bonus, consumables, and key items
Sbct: Shuffle bonus, consumables, and traps
Sbkt: Shuffle bonus, key, and traps
Skmt: Shuffle key, magic, and traps
Sbckm: Shuffle bonus, key, consumables, and magic
Sbckt: Shuffle bonus, key, consumables, and traps
Sbkmt: Shuffle bonus, key, magic, and traps
Sbckmt: Shuffle all items and traps together
Mr: Randomize monsters
Monster locations are shuffled, with the exception of sea creatures
and tower robots.
Hw: Battle magic not guaranteed
Normally, the logic will guarantee that level 3 sword charges are
available before fighting the tetrarchs (with the exception of Karmine,
who only requires level 2). This disables that check.
Hb: Barrier not guaranteed
Normally, the logic will guarantee Barrier (or else refresh and shield
ring) before entering Stxy, the Fortress, or fighting Karmine. This
disables that check.
Hm: Don't buff medical herb
Medical herb is not buffed to heal 64 damage, which is helpful to make
up for cases where Refresh is unavailable early.
Hg: Gas mask not guaranteed
The logic will not guarantee gas mask before needing to enter the swamp.
Hs: Matching sword not guaranteed
Player may be required to fight bosses with the wrong
sword. Note: insect will have a matching sword
guaranteed if gas mask is not available.
Ta: Automatically equip orbs and bracelets
Adds a quality-of-life improvement to automatically equip the
corresponding orb/bracelet whenever changing swords.
Ts: Leather boots are speed boots
Wearing leather boots increases player walking speed. Note that this also
includes a slight change to routing logic, since speed boots will allow
climbing the slope in Mt. Sabre West to reach the Tornado Bracelet chest.
Td: Deo's pendant works while moving
Tw: Disable wild warp
Rf: Early flight
Does not directly change where flight will be, but causes the logic
to understand all the things flight unlocks, which tends to have the
effect of making it show up very early and obsoleting a large number
of other items before they're even found. By turning this off, the
logic will only take into account spots where flight is absolutely
required, leveling the playing field a bit compared with other magic.
Rt: Sword of Thunder teleports to Shyron
Normally when acquiring the thunder sword, the player is instantly
teleported to Shyron. This flag maintains that behavior regardless of
where it is found (immediately activating the warp point; talking
to Asina will teleport back to the start, in case no other means of
return is available). Disabling this flag means that the Sword of
Thunder will act like all other items and not teleport.
Rd: Require healing dolphin to return fog lamp
Normally the fog lamp cannot be returned without healing the dolphin
to acquire the shell flute (so as not to be stranded). Continuity
suggests that actually healing the dolphin should also be required,
but we've found that this makes the dolphin a lot less useful. By
default the fog lamp can be returned before healing the dolphin. This
flag adds the extra requirement for better continuity.
Rp: Wind-waterfall passage
Opens a passage between Valley of Wind (lower right side) and
Lime Tree Valley.
Rl: No "free lunch" magic
Disables "free lunch" magics that only require stepping on a square to
learn (specifally Barrier, TODO: Paralysis). Instead, Barrier requires
the seas to be calmed, and Paralysis will (once implemented) require the
prison door to have been opened.
The routing logic can be made aware of the following
glitches. If selected, it will assume that the glitch can be
performed when verifying that a game is winnable. Enabling
these glitches tends to increase the randomness of the shuffle,
since there are more valid options.
Gf: Ghetto flight may be required
Progression may require using Rabbit Boots and the dolphin to reach Swan
before the Angry Sea can be calmed and before Flight is available.
Gr: Rabbit skip may be required
Progression may require entering Mt. Sabre North from Cordel Plain with
only the Teleport spell, without having triggered the Leaf villagers'
abduction and talking to the rabbit (with Telepathy).
Gt: Talk glitch may be required
Progression may require glitching past guards without Change or Paralysis,
or people turned to stone without a Flute of Lime. The logic hopefully
ensures that using the Flute of Lime on the two statues will not break the
game, but we're less confident that this is always the case, so for safety
we recommend always glitching past the statues if this option is set, even if
the first Flute of Lime has been found.
Gs: Sword charge glitch may be required
Progression may require using the sword charge glitch to destroy walls or
form bridges without actually possessing the correct orb.
Gw: Wild warp may be required
Progression may require using "wild warp" (holding A and B on controller 1
and tapping A on controller 2) to travel to parts of the game that would
otherwise be unreachable.
The following options make parts of the game easier.
Er: Guarantee refresh
Guarantees the Refresh spell will be available before fighting Tetrarchs.
Em: Extra buff medical herb
Buff medical herb to heal 96 instead of 64.
These options are helpful for exploring or debugging. Note
that, while they do not directly affect any randomization,
they do factor into the seed to prevent cheating.
Ds: Generate a spoiler log
Di: Player never dies