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The Witness

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. - **Locations:** ensure everything can be reached and acquired. - **Items:** ensure all logically relevant items can be acquired. - **Minimal:** ensure what is needed to reach your goal can be acquired.
0
25
0
0
Puzzles & Goal

Puzzle Randomization

Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
25
0
0
0

Victory Condition

Set the victory condition for this world. - Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers). - Challenge: Beat the secret Challenge (requires Challenge Lasers). - Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers). - Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers). It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser to count, the laser locks on the Elevator and Challenge Timer panels do not.
25
0
0
0
0

Required Lasers for Mountain Entry

Sets the number of lasers required to enter the Mountain. If set to a higher number than 7, the mountaintop box will be slightly rotated to make it possible to solve without the hatch being opened. This change will also be applied logically to the long solution ("Challenge Lasers" option).
This is a range option.

Accepted values:
Normal range: 1 - 11
0
25
0
0
0
0
0

Required Lasers for Challenge

Sets the number of lasers required to enter the Caves through the Mountain Bottom Floor Discard and to unlock the Challenge Timer Panel.
This is a range option.

Accepted values:
Normal range: 1 - 11
0
25
0
0
0
0
Locations

Disable non randomized puzzles

Disables puzzles that cannot be randomized. This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard. The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels. Additionally, the panel activating the Jungle Popup Wall will be on from the start.
25
0
0

Shuffle Discarded Panels

Adds Discarded Panels into the location pool. Even if this is off, solving certain Discarded Panels may still be necessary to beat the game - The main example of this being the alternate activation triggers in "Disable non randomized puzzles".
25
0
0

Shuffle Vault Boxes

Adds Vault Boxes to the location pool.
25
0
0

Shuffle Environmental Puzzles

Adds Environmental/Obelisk Puzzles into the location pool. - Individual: Every Environmental Puzzle sends an item. - Obelisk Sides: Completing every puzzle on one side of an Obelisk sends an item. Note: In Obelisk Sides, any EPs excluded through another option will be pre-completed on their Obelisk.
25
0
0
0

Environmental Puzzles Difficulty

When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool. - Eclipse: Every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP". - Tedious Theater Eclipse EP is excluded from the location pool. - Normal: several other difficult or long EPs are excluded as well.
25
0
0
0

Shuffle Postgame

Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal. Use this if you don't play with release on victory.
25
0
0
Progression Items

Shuffle Symbols

If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols. Please note that there is no minimum set of progression items in this randomizer. If you turn this option off and don't turn on door shuffle or obelisk keys, there will be no progression items, which will disallow you from adding your yaml to a multiworld generation.
0
25
0

Shuffle Doors

If on, opening doors, moving bridges etc. will require a "key". - Panels: The panel on the door will be locked until receiving its corresponding key. - Doors: The door will open immediately upon receiving its key. Door panels are added as location checks. - Mixed: Includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels".
25
0
0
0
0

Door Groupings

Controls how door items are grouped. - Off: There will be one key for each door, potentially resulting in upwards of 120 keys being added to the item pool. - Regional: All doors in the same general region will open at once with a single key, reducing the amount of door items and complexity.
25
0
0

Shuffle Boat

If on, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat.
0
25
0

Shuffle Lasers

If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
25
0
0
0

Obelisk Keys

Add one Obelisk Key item per Obelisk, locking you out of solving any of the associated Environmental Puzzles. Does nothing if "Shuffle Environmental Puzzles" is set to "off".
0
25
0
Filler Items

Trap Percentage

Replaces junk items with traps, at the specified rate.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Trap Weights

Specify the weights determining how many copies of each trap item will be in your itempool. If you don't want a specific type of trap, you can set the weight for it to 0 (Do not delete the entry outright!). If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option.
This option is not supported. Please edit your .yaml file manually.

Puzzle Skips

Adds this many Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
This is a range option.

Accepted values:
Normal range: 0 - 30
0
25
0
0
0
0
0
Hints

Hints on Audio Logs

Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added. Remaining Audio Logs will have junk hints.
This is a range option.

Accepted values:
Normal range: 0 - 49
0
25
0
0
0
0
0

Area Hint Percentage

There are two types of hints for The Witness. "Location hints" hint one location in your world or one location containing an item for your world. "Area hints" tell you some general info about the items you can find in one of the main geographic areas on the island. Use this option to specify how many of your hints you want to be area hints. The rest will be location hints.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Laser Hints

If on, lasers will tell you where their items are if you walk close to them in-game. Only applies if Laser Shuffle is enabled.
25
0
0
Misc

Early Caves

Adds an item that opens the Caves Shortcuts to Swamp and Mountain, allowing early access to the Caves even if you are not playing a remote Door Shuffle mode. You can either add this item to the pool to be found in the multiworld, or you can outright start with it and have immediate access to the Caves. If you choose "Add To Pool" and you are already playing a remote Door Shuffle mode, this option will do nothing.
25
0
0
0

All Bridges & Elevators come to you

If on, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them. This does actually affect logic as it allows unintended backwards / early access into these areas.
25
0
0

Death Link

If on, whenever you fail a puzzle (with some exceptions), you and everyone who is also on Death Link dies. The effect of a "death" in The Witness is a Bonk Trap.
25
0
0

Death Link Amnesty

The number of panel fails to allow before sending a death through Death Link. 0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc.
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
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 these items.

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.