Basic sentries
- Off
- Timers
- Room time - Time spent on the current screen, starting from the beginning of the last transition.
- Room time (live) - Room time with continuous updates.
- Lag frames - Count of lag frames on the current screen, starting from the beginning of the last transition.
- Lag frames (live) - Lag frames with continuous updates.
- Idle frames - Count of menu and text frames with no relevant input, starting from the beginning of the last transition.
- Segment time - Time spent since the beginning of the last segment timer reset.
- Link
- Coordinates - Absolute position of Link (X,Y).
- Velocity - Link’s displacement along each axis from the previous frame of movement.
- Subpixel velocity - Link’s subpixel velocity on each axis.
- Spin attack timer - Number of frames the spin attack has been charging.
- Enemies
- Boss HP - Health of enemy in slot 0.
- Arc variable - Overlord value used by Armos Knights, Ganon, et al. for circles.
- Slot 0 altitude - Altitude of sprite in slot 0.
- Underworld
- Room ID - Current room ID, corrected room ID (based on coordinates), and sync. Sync not displayed on overworld.
- Quadrant - Current quadrant, corrected quadrant (based on coordinates), and sync. Not displayed on overworld.
- Link tile - Tile type Link is standing on (bottom right; only works in underworld).
- Pit behavior - Current pit destination/damage flag. Not displayed on overworld.
- Minor glitches
- Spooky action - Altitude of ancilla in slot 4.
- Hovering - Number of frames A has been held, up to 29; address.
- Major glitches
- WEST SOMARIA - West somaria door timer.
- Ancilla search index - Ancilla overload search index.
- Hookslot - Hookshot slot index.
- Plaid tile index - WRAM address in bank 7F of the tile Link is standing on.
Line sentries
- Off
- Underworld
- Room flags - Boss heart, key, chest, door, and quadrant flags for current room.
- Underworld camera X - Camera scroll and boundaries for X-axis.
- Underworld camera Y - Camera scroll and boundaries for Y-axis.
- Overworld
- OW transition X - Transition triggers and target screen IDs for horizontal overworld transitions.
- OW transition Y - Transition triggers and target screen IDs for vertical overworld transitions.
- Ancilla [front/back/indexed] slots (differentiated with [AncF/AncB/AncX] respectively)
- ID - Ancilla ID; address: $7E03C4,X (includes coloring for 00 and replacable particles).
- X coordinate - Ancilla X-Coordinate; address: $7E0C04,X
- Y coordinate - Ancilla Y-Coordinate; address: $7E0BFA,X
- Altitude - Ancilla Z-Coordinate; address: $7E029E,X
- Layer - Ancilla layer; address: $7E0C7C,X
- Extension - Used both for hookshot length and item receipt ID, among other less interesting properties; address: $7E0C5E,X
- Tile type - Tile type interaction; address: $7E03E4,X
- EG check - Something; address: $7E03A4,X
- Direction - Generally used for direction of ancilla; address: $7E0C72,X
- Decay - Timer for lodged arrows before disappearing; address: $7E03B1,X