Resident Evil 4 Remake

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
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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.
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Difficulty

Game difficulty you will play this seed on. On Hardcore and Professional, the locations that cannot be collected on those difficulties are removed from the pool (currently one: the Bindery Lithographic Stone D spot). Set it to match your save - generation cannot see the game. Do not change difficulty part-way through a run either. Raising it to Hardcore after generating leaves that spot in your multiworld while the game stops letting you collect it, which strands whatever is inside.
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Allow Missable Locations

Allow progression items on locations you can permanently lose. Off (default): progression items are kept away from two kinds of spot. Chapter-only locations exist in a single chapter's version of an area, so walking past them loses them forever. Small-key drawers need a Small Key, and the game lets you discard those partway through the campaign, so a tossed key can seal a drawer for good. Archipelago cannot model "you can't go back", so a needed item in either place could leave a seed practically unbeatable. On: both may hold progression too. Riskier seeds - if you miss one or discard a key, Force Check is the recovery.
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Randomize Gated Keys (deprecated, no effect)

Deprecated - has no effect and will be removed. The keys this used to gate (Bloodied Sword, Bunch of Keys, Cubic Device, Dynamite, Halo Wheel) are now always shuffled with real region logic, so every seed stays completable without this switch. The option is kept only so older YAML files still load.
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Shuffle Keycards

Shuffle the Level 1/2/3 Keycards into the multiworld. Off (default): each keycard sits at its native spot in the facility - the spot is still a check, but the card is always physically where the game expects it, so the island door sequence plays out as in vanilla. On: the keycards join the shuffle like any other key item. Region logic guarantees each card is obtainable before the first door that needs it (Level 1 by Dissection, Level 2 by the Freezer, Level 3 by the Incubation Lab), but they may come from anywhere in the multiworld.
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Minimize Backtracking + Side Areas

Keep the important checks along the main path - no forced return trips and no forced side excursions. On: - all three Hexagon pieces must be obtainable before leaving the Fish Farm (instead of the softer by-Church deadline), so the lake's hexagon altar is solvable in one boat pass; - the optional detours only ever hold plain filler, so nothing important or useful requires the trip: the Forest Altar, the chapter 12 Throne Room revisit, and the lake's egg-nest islet. Off (default): the softer deadlines apply and side areas can hold anything, which shuffles more interesting items into more places.
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Random Events (Experimental)

EXPERIMENTAL. Let Archipelago author BioRand's Random Events. Random Events reshape the Village chapters (1 to 5) with scripted set-pieces: ambushes, rearranged encounters, and a shuffled hexagonal emblem puzzle. This is BioRand's random-events option with the ownership inverted: the multiworld picks the exact event set at generation time, the logic reacts to it, and the launcher pins that set into BioRand when it builds the mod. In this first version only events the logic fully understands can fire. The Hexagonal Emblem and Crystal Marble checks can trade places, and one event removes the Hexagonal Emblem pickup entirely (that seed has one fewer check and a guardian enemy carries the emblem instead). Castle and Island are unaffected. The launcher turns on BioRand's random-events, random-items and random-enemies automatically when this is on.
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Merchant Checks Per Chapter

How many Archipelago checks the merchant releases each chapter. The seed total is this number across 15 chapters, so 3 gives 45 checks and the cap of 6 gives 90. A check appears in the buy tab at its chapter and never expires: once released it stays purchasable for the rest of the run, shows the real multiworld item and its owner, and reads SOLD OUT after you buy it. The shelf displays twenty rows at a time and any extra checks queue behind them. A row only moves on when its current check is BOUGHT, so a check is never abandoned, and the backlog is shown on screen rather than hidden. That is why the rate is capped well under the shelf size: at 3 a chapter you would have to leave eighteen checks unbought before the queue ever stalls. Prices are static by tier - filler 5,000 / useful 7,000 / progression 9,000 pesetas - and buying another player's item refunds a gemstone of the same value (Emerald / Yellow Diamond / Red Beryl), so helping the multiworld needs money on hand but does not cost you wealth. Buying your own items is normal spending at those prices, progression included. Logic only relies on a check one chapter after it appears, so a required purchase is never expected the moment the row unlocks. Each check also adds one item to the pool, and those are weighted toward what the merchant used to sell you: healing, Resources for crafting, gunpowder and ammo, with treasure still in the mix so money does not dry up. Turning the shelf into checks moves that supply into the multiworld rather than deleting it. While any Archipelago merchant option is on, BioRand's own Random Merchant is switched off at patch time - one owner per shop.
This is a range option.

Accepted values:
Normal range: 0 - 6
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Merchant Checks

Who the merchant's check rows may hold. Mixed lets fill treat the shelf like any other location. Local Only keeps your own items on it, so every row is something you will use yourself, but nothing on that shelf refunds and the tier prices are real spending. Remote Only turns the shop into a trading post: every row belongs to another world, and the gem refund means helping them never bankrupts you. Remote Only refuses to generate without another world in the room. RE4R is built for multiworlds; a solo shelf has nobody to trade with.
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Shuffle Merchant Gear

The merchant stops selling his gear; the multiworld holds it instead. Weapons, attachments, attache case sizes and crafting recipes leave the buy tab and are shuffled into the item pool - they can land anywhere, including other players' worlds. The extended arsenal rides along: the Deluxe weapons and the Separate Ways guns that work in Leon's campaign (Sentinel Nine, Skull Shaker, the Sawed-off W-870, the Blast Crossbow and the XM96E1) join the pool too. Consumable supplies (first aid, resources, the stocked Rocket Launcher), knife replacements, body armor, tune-ups, selling and the spinel trades stay exactly as they were. Expect a different power curve: your next gun is a check somewhere out there, not a purchase. Gear never gates logic, so a seed can always be finished with what the world hands you. Pairs naturally with Merchant Shop Checks, so the emptied shelf sells checks instead of nothing. While either option is on, BioRand's own Random Merchant is switched off at patch time - one owner per shop.
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Starting Arsenal

Start the run already holding this many random weapons from the pool. The guns are in your case from the campaign's first moment, ammo to match, exactly like BioRand's own starting loadout - no delivery, no Storage detour. Each one leaves the item pool (a filler stack takes its place), so nobody ever finds a second copy of a gun you started with. Starting Arsenal Types picks which classes the draw may take. Requires Shuffle Merchant Gear: the roll draws from the scattered arsenal. Without the shuffle this option refuses to generate - use BioRand's own starting-inventory options on the launcher's options screen instead, which still work exactly as they always did.
This is a range option.

Accepted values:
Normal range: 0 - 2
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Starting Arsenal Types

Which weapon types the Starting Arsenal may draw. Mirrors BioRand's own starting-inventory pickers: handgun, shotgun, smg, rifle, magnum, bolt, arrow, flame. The Rocket Launcher is deliberately not among them - an infinite-ammo novelty is not an opening weapon, and it is already kept off the merchant's shelf under scatter for the same reason. Bolt Thrower and Arrows are off by default; tick them for a wider lucky dip. With two starting weapons the draw takes two different types whenever the filter leaves it a choice. Only consulted while Starting Arsenal is above zero.

Random Weapon Stats

BioRand's Random Upgraded Weapon Stats, decided by your settings file. Every weapon's upgrade curve is rerolled - power, capacity, reload and fire rate can land anywhere from forgettable to monstrous. The multiworld holds the weapons now, so the choice about their character rides with them: set here once, applied identically on every patch, and BioRand's own switch for it is taken out of your hands in the launcher. Flavor only. The logic never requires any weapon, so a cursed reroll cannot strand a seed - it can only make you cry.
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In-Game Tutorial

Show the in-game getting-started guide on your first chapter. On (default): a short window explains checks, markers, and how to get unstuck the first time a seed reaches Chapter 1. It can be dismissed immediately and reopened any time from the in-game Guidance tab. Off: for players who already know how this works. Nothing else changes.
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Check Guidance

Permission ceiling for the in-game world markers that tag unchecked AP locations. off: no world markers at all - the mod's marker toggle is disabled. markers: neutral [AP] markers are available; the player can still toggle them and tune distance/text live in the REFramework script UI. markers_rarity: additionally unlocks the opt-in marker colours that reveal each check's scouted item classification (progression/useful/filler) - hint-tier information, which is why it requires this level. The section-scoped overlay header (current area name + check counts) is always on and not affected by this option. Enforcement is client-side, like DeathLink.
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Marker Detail

How much your in-game world markers say. This is the level you start the run with, and it is what you see: pick locate here and markers read at locate the moment you connect. The in-game Guidance tab can still change it whenever you like, and once you change it there your choice sticks for that seed. It was a ceiling until 2026-08-17, which never made sense: in a multiworld everyone writes their own settings file, so it only ever capped the person who set it, and asked the same question twice. minimal: distance and height only. basic: also the chapter and the area name. locate: also the item as it appeared in vanilla, what it is sitting in, and any note on how to reach it. This says nothing about what the multiworld actually put there. identify: also the real item and which player it belongs to. This is a spoiler, and it is the level a bought hint always shows. developer: also the location code from the spoiler log. A debug tool. Markers must be allowed at all (see Check Guidance) for any of this to matter.
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Unlocked Typewriters

Typewriter save points that are unlocked from the start of the run. Valid values are the canonical typewriter stage IDs derived from warp.csv.

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

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.