Spyro: AHT 2.2 ‐ Features (Open World Mode) - PhoenixAki/PhoenixAP GitHub Wiki

Shop Unlocking

To explain open world mode, it's important to first understand how shop pads are "unlocked" by the vanilla game. Normally, once you reach a shop pad physically, you can then teleport to and from it to save time on backtracking. Open world mode in AHT AP allows you to modify both how shop pads are unlocked, and whether they can be teleported to upon reaching them physically.

In summary, the idea behind open world mode is that shop pads will remain locked (even if you physically reach them) until they are unlocked by receiving an AP item that unlocks them. For example, you could get "Dark Mine - Mine Mouth Shop Unlock", which enables teleporting to the Mine Mouth shop in Dark Mine. If wanted, shop_pad_proximity_activation can re-enable the physical unlocking pads. In other words, if you got the Mint Mouth unlock from above and then physically reached the Hidden Depths shop, you would be able to teleport back to Hidden Depths despite not having received "Dark Mine - Hidden Depths Shop Unlock" yet. With shop_pad_proximity_activation off, you would be unable to do that.

In all cases of open world mode, the logic of any randomized seeds will reflect the shop unlocks. This has a massive impact on the "feel" of the game, as you will be expected to teleport all around the game in an extremely non-vanilla order to complete portions of levels at a time based on what breaths and abilities you have at the time.

Open World Mode settings

vanilla

Leaves the vanilla game behavior in place.

full

All shop pads will be unlocked from the start of the game.

randomized

All shop pads will be unlocked until individual unlock items are received (see the Mine Mouth example above).

progressive_levels and reverse_progressive_levels

Shop pads will be unlocked on a per-level basis in either a forward or backwards order to how you'd reach them in the vanilla game. For example, progressive order for Crocovile Swamp would be Perilous Pyramid -> Forgotten Temple -> Elder's Tree. Reverse progressive order for Sunken Ruins would be Toxic Rise -> The Depths -> Atlantian Entryway. See the bottom of this page for a full list of the order for each level.

full_level

All shop pads in a given level will unlock at once with AP items. For example, "Coastal Remains - Shop Unlock" would unlock Coastal Depot, Domain Doorway, and Waterfall Walkway.

full_realm

All shop pads in a given realm will unlock at once with AP items. For example, "Volcanic Isle - Shop Unlock" would unlock all 14 shop pads between Stormy Beach, Molten Mount, Magma Falls, Dark Mine, and Red's Laboratory.

Progressive Shop Pad Ordering

Levels with only 1 shop in them will, naturally, only have that one shop to unlock. Here is the ordering used for all other levels (reverse the order for the reverse_progressive setting)

  • Crocovile Swamp: Perilous Pyramid -> Forgotten Temple -> Elder's Tree
  • Dragonfly Falls: Steep Canyon -> Tropical Cove -> Secret Area
  • Coastal Remains: Coastal Depot -> Domain Doorstep -> Waterfall Walkway
  • Cloudy Domain: Elevator Top -> Elder's Homestead -> Tallest Tower
  • Sunken Ruins: Atlantian Entryway -> The Depths -> Toxic Rise
  • Frostbite Village: Frosty Depot -> Icy Camp -> Eskimole Village
  • Ice Citadel: Cool Courtyard -> Supercharge Central -> Royal Chamber -> Drawbridge Drop-off
  • Molten Mount: Destroyed Village -> Collapsed Bridge -> Lumber Storage
  • Magma Falls: Crackling Cave -> Chains of Lava -> Sparx Can Fly
  • Dark Mine: Mine Mouth -> Hidden Depths -> Miner's Drop
  • Red's Laboratory: Celestial Show -> Mechanical Mishaps -> Pre-production -> Laser Leaps