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								# Lufia II - Rise of the Sinistrals (Ancient Cave)
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								## Where is the settings page?
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								The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
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								config file.
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								## What does randomization do to this game?
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								As you may or may not know, randomization was already a core feature of the Ancient Cave in Lufia II, basically being a
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								whole game within a game. The Ancient Cave has 99 floors with increasingly hard enemies, red chests and blue chests. At
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								the end of the Ancient Cave you get to fight the Royal Jelly... if you make it that far. You cannot lose the Royal
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								Jelly fight as it kills itself after giving you three rounds to try and kill it (or manage to vanquish your own party, 
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								whichever one you can manage).
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								The Randomizer allows you to set different goals and modify the game in several other ways
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								([see below](#changes-from-the-vanilla-game)). 
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											2022-12-12 02:36:18 +01:00
										 
									 
								 
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								## What items and locations get shuffled?
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								In general, all Items can appear in the red and blue chests, the blue chest items are items you get to keep after you
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								die in or escape the Ancient Cave using Providence. Archipelago Items can also appear in said chests. Iris Treasures are
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								always in your local game.
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								## Which items can be in another player's world?
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								Any of the blue chest items from the vanilla game may be placed into another player's world.
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								## What does another world's item look like in Lufia II?
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								Items belonging to other worlds are represented by an AP icon and are called AP items.
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								## When the player receives an item, what happens?
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								Your Party Leader will hold up the item they received when not in a fight or in a menu. 
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								## Changes from the vanilla game
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								###### Customization options:
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								- Choose a goal for your world. Possible goals are: 1) Reach the final floor; 2) Defeat the boss on the final floor; 3)
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								  Retrieve a (customizable) number of iris treasures from the cave; 4) Retrieve the iris treasures *and* defeat the boss
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								- You can also randomize the goal; The blue-haired NPC in front of the cafe can tell you about the selected objective
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								- Customize (or randomize) the chances of encountering blue chests, healing tiles, iris treasures, etc.
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								- Customize (or randomize) your starting party members and/or party level
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								- Customize (or randomize) your starting capsule monster and/or capsule monster level as well as form
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								- Customize (or randomize) the initial and/or final floor numbers
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								- Customize (or randomize) the boss that resides on the final floor
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								- Customize start inventory, i.e., begin every run with certain items or spells of your choice
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								- Option to shuffle your party members and/or capsule monsters into the multiworld, meaning that someone will have to
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								  find them in order to unlock them for you to use
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								###### Quality of life:
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								- Various streamlining tweaks (removed cutscenes, dialogue, transitions)
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								- Always start with Providence already in your inventory. (It is no longer obtained from red chests)
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								- (optional) Run button that allows you to move at faster than normal speed
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								###### Quality of death:
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								- Blue chest items that you received from the multiworld are kept, even if your party dies. (I.e., you do not need to
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								  use Providence to make them permanent)
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								- Similarly, but in the opposite direction: All location checks you make are immediately sent out to the multiworld and
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								  don't require Providence for persistence.
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								- (optional) Death link support. (I.e., if your party is defeated, everyone else participating in death link also dies)
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								###### Bug fixes:
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								- Vanilla game bugs that could result in softlocks or save file corruption have been fixed
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								- (optional) Bugfix for the algorithm that determines the item pool for red chest gear. Enabling this allows the cave to
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								  generate shields, headgear, rings, and jewels in red chests even after floor B9
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								- (optional) Bugfix for the outlandish cravings of capsule monsters in the US version. Enabling this makes feeding work
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								  like in the JP and EU versions of the game, resulting in more reasonable cravings
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