Final Fantasy VII

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0
Randomizers

Randomize Field Items

Randomize items found in the field (treasure chests, pickups, materia).
0
25
0

Field Items Mode

Controls how field items are randomized. shuffle: Items are shuffled among the original locations (same pool, different spots). replace: Items are replaced with a completely random selection. (Note: "random" cannot be used as a Choice value name in Archipelago — it is reserved for the meta "pick a random setting" keyword — so this mode is named "replace". The exported value is unchanged: shuffle=0, replace=1.)
25
0
0

Field Items Keep Type

When using Replace mode, keep the same item type (weapon stays weapon, etc.).
25
0
0

Randomize Shops

Randomize shop inventories.
25
0
0

Randomize Starting Equipment

Randomize starting equipment for each character (base Gold Saucer feature).
0
25
0

Starting Equipment Tier

Tier of starting equipment when randomization is enabled (1-5, higher = better).
This is a range option.

Accepted values:
Normal range: 1 - 5
0
25
0
0
0
0
0
World

Free Roam

Start the game on the world map at game moment 1603 (near-endgame state). When enabled, the game begins with Cloud and party on the world map with foot access to all continents. Vehicles (Tiny Bronco, Highwind, Submarine) and Midgar re-entry (via Key to Sector 5) are locked until received as Archipelago items. Location pool expands to include Kalm, Junon (lower and upper), Gold Saucer area, and Corel in addition to Sector 5 Midgar maps. Requires a compatible Gold Saucer .apff7 seed file with free_roam enabled to patch the starting save slot.
0
25
0

Disable Gold Saucer Checks

Remove every Gold Saucer check from the pool (Free Roam only). When enabled, no locations inside the Gold Saucer (Wonder Square, Battle Square / Arena, Chocobo Square, Ghost Hotel, Speed Square, Event Square, Gondola, the Keystone and Gold Ticket key items, etc.) are checks, and the Gold Saucer shop slots are dropped. Useful if you'd rather not be required to play the minigames. The Gold Ticket item still controls access to the area for any logic that needs it.
25
0
0

Disable Fort Condor Checks

Remove the Fort Condor check locations from the pool (Free Roam only). When enabled, the Fort Condor minigame/battle rewards are not checks: the Watch Room rewards, Phoenix, Super Ball, and the Fort Condor Huge Materia location are all dropped. Useful if you'd rather not play the Fort Condor tower-defense minigame. The Fort Condor SHOP is unaffected — its slots stay in the pool. (The Huge Materia item itself still appears elsewhere in the pool, so the goal is unaffected.)
25
0
0

Weapon Fight Checks

Include the optional Weapon superbosses as check locations (Free Roam). When on (default), defeating Ultimate, Ruby, and Emerald Weapon each award an Archipelago check. When off, the Weapons are not checks — they can still be fought, but no item is placed on them. Reaching each still requires the relevant traversal (Ruby/Ultimate: open ocean; Emerald: Submarine).
0
25
0
Gameplay

EXP Multiplier

Multiply all battle EXP gained. 1 = normal.
This is a range option.

Accepted values:
Normal range: 1 - 50
25
0
0
0
0
0

Gil Multiplier

Multiply all battle Gil gained. 1 = normal.
This is a range option.

Accepted values:
Normal range: 1 - 50
25
0
0
0
0
0

AP Multiplier

Multiply all battle AP (materia ability points) gained. 1 = normal.
This is a range option.

Accepted values:
Normal range: 1 - 50
25
0
0
0
0
0

Start with Chocobo Lure

Start with a Chocobo Lure materia in your inventory. Chocobo Lure raises the chocobo encounter rate on chocobo tracks, making it easier to find (and catch) chocobos early. When enabled you begin the game with one Chocobo Lure already in your materia stock, in addition to any that may appear in the item pool.
25
0
0
Goal

Victory Condition

Goal required to complete the seed.
25
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.