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COMMUNITY INTEGRATION

Stick RangerArchipelago randomizer mod

Shuffle stage access, optional ranger classes and shop rewards in a browser campaign connected to your multiworld.

Maintained by Kryen112

GAME MECHANICS

Explore game mechanics

Browse possible checks, rewards and settings. What appears in your game depends on your World options.

Source catalog Release 1.8.12World 1.8.12

APWorld 1.8.12 defines 962 unique addressable check candidates. Default settings create 170 checks: 85 stage exits and 85 Book checks. Up to 330 enemy-drop checks and 462 shop-purchase checks are optional and off by default.

Actions and milestones that can send a check to your multiworld.

962 locationsDefault marks checks from configurations selected by standard options; the generated set can still vary with logic and seed.

Opening Street: Exit

Default

Beat Opening Street for the first time to send a check.

Stage Exits

Grassland 1: Exit

Default

Beat Grassland 1 for the first time to send a check.

Stage Exits

Grassland 2: Exit

Default

Beat Grassland 2 for the first time to send a check.

Stage Exits

Grassland 3: Exit

Default

Beat Grassland 3 for the first time to send a check.

Stage Exits

Grassland 4: Exit

Default

Beat Grassland 4 for the first time to send a check.

Stage Exits

Grassland 5: Exit

Default

Beat Grassland 5 for the first time to send a check.

Stage Exits

Grassland 6: Exit

Default

Beat Grassland 6 for the first time to send a check.

Stage Exits

Grassland 7: Exit

Default

Beat Grassland 7 for the first time to send a check.

Stage Exits

Castle Gate: Exit

Default

Beat Castle Gate for the first time to send a check.

Stage Exits

Castle: Exit

Default

Beat Castle for the first time to send a check.

Stage Exits

Hill Country 1: Exit

Default

Beat Hill Country 1 for the first time to send a check.

Stage Exits

Hill Country 2: Exit

Default

Beat Hill Country 2 for the first time to send a check.

Stage Exits

Hill Country 3: Exit

Default

Beat Hill Country 3 for the first time to send a check.

Stage Exits

Lake: Exit

Default

Beat Lake for the first time to send a check.

Stage Exits

Forest 1: Exit

Default

Beat Forest 1 for the first time to send a check.

Stage Exits

Forest 2: Exit

Default

Beat Forest 2 for the first time to send a check.

Stage Exits

Cavern 1: Exit

Default

Beat Cavern 1 for the first time to send a check.

Stage Exits

Cavern 2: Exit

Default

Beat Cavern 2 for the first time to send a check.

Stage Exits

Cavern 3: Exit

Default

Beat Cavern 3 for the first time to send a check.

Stage Exits

Seaside 1: Exit

Default

Beat Seaside 1 for the first time to send a check.

Stage Exits

Playing with others

Session format and multiplayer behavior follow the maintainer documentation linked on this page.

Known scope and limitations

  • Use APWorld 1.8.12 with Archipelago 0.6.7 or newer. Install it in custom_worlds, regenerate the YAML template, generate a room and open the hosted browser client. The live client reviewed here is version 1.8.13; World and website versions are maintained separately.
  • Campaign clears, optional books, enemy drop pickups and 462 optional shop purchases provide checks. Stage access, optional ranger classes, weapons/components and separate progressive tracks for Town, Village, Resort and Island have implemented effects. Boss gates use regional unlock counts and class requirements.
  • Choose Hell Castle, Volcano, Mountaintop or a combination as the goal. The client reads the seed’s logic for map colours and requirement messages; Enforce Logic and Enforce Shop Logic can restrict out-of-logic actions. Universal Tracker rebuilds from the room’s actual slot data.
  • The reviewed World corrects Town shop-stock rules and supplies generation/rule tests; the browser client also supplies focused behavior tests. Regenerate YAML for trap_percentage and shop_hints (off, important_only or all). Older keys/seeds have compatibility branches; the maintainer plans to end legacy seed support in November 2026.
  • Progress is stored on the connected Archipelago room under a team/slot key, rather than in a local browser save. Keep the room data available, use one tab per slot and reconnect manually after a disconnect. Writes are not acknowledged before the client moves on; queued items, unique checks and final status have interruption/replay limits. Refresh the page before changing rooms.
  • Traps, DeathLink and RingLink are optional. Trap gear is preserved and a wiped party has a free revival path; inventory grants wait for space. The client stores the last room password in plaintext browser localStorage and prints save data to its console: avoid shared-browser credentials and remove private data from shared logs.
  • The APWorld repository has an MIT license. Its separate web package carries Dan-Ball copyrighted game code with a use-restriction notice; no separate redistribution authorization was supplied in the reviewed repositories. Browser runtime success and complete multiplayer stability are not established by this source review.

This integration is maintained independently of Panludia. Downloads are provided by its maintainer. Contact the maintainer through the linked repository or support channels.