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Homura-Hime Guide

Homura-Hime

Where is the options page?

The player options page for this game contains all the options you need to configure and export a config file.

What is the goal?

Finish the Finale by defeating Ann (the Kill ending). What opens the Finale is the goal option:

What is randomized?

Every item the game hands out becomes a location, and its item is shuffled into the multiworld:

The optional content (the ambush fights and their chests, the trials, the Kushinada head chases and the fights of the Ikai dungeon rooms and optional ambushes: 78 locations) can be left out with optional_locations, and optional_location_importance limits how many of them may hold important items.

The pool holds the game's items (skills, combos, omamori, Blessed Shots, HP/SP shards and crystals, key items, dash skills) plus Konpeito, Sakura Petals, Senbei, Special Hanami Dango, Full Heals and Ultimate Charges. Each item group (combos, skills, omamori, guns, shards, upgrades, key items) can be left in its vanilla places with a shuffle_* option.

Are there traps?

Yes, two:

Both traps only go off while you stand on solid ground: in the air, on a rail or in a boost they wait until you land.

A trap waits until you are in a level (never in the hub), in control (no cutscene or menu) and alive. Each option sets how many of that trap are in the pool (0 or disabled for none); they take free locations like the Special Hanami Dango do, and the counts are lowered when the locations in play have no room. The enemies are not available to the game as ready-made objects, so at launch, while the logos are on screen, the game briefly loads two small scenes to copy them and unloads the scenes again. If you then play a game that does not use a trap, its copies are removed from memory; connecting at the title screen to a seed that has them loads them again (a short hitch, on the menu only). No save can be loaded or game started while that runs.

Can I keep some items in my own world, or send them to other worlds?

Yes, with the common local_items and non_local_items options of every Archipelago game. Besides single item names they accept these item groups: Key Items, Dash Skills, Chapter Unlocks, Guns, Omamori, Omamori Upgrades, Combos, Skills, Abilities, Shards And Crystals, Currency and Utility. For example, local_items: [Combos, Skills] keeps every combo and skill in your own world.

Keeping items at home always works. Sending items away needs free spots in the other worlds: every location holds one item, and the items another world keeps at home fill its locations. If, say, one player keeps almost everything local while another sends almost everything away, there is nowhere for the second player's items to go, and the generation stops with "No more spots to place N items". Send fewer items away, or let the other worlds keep fewer items at home.

How do chapters unlock?

Chapter Select (pause menu) is available from the start. The game has nine worlds before the Finale: the eight chapters and the Climax (Climax: The Choice), which is a world of its own. By default they unlock in story order: a world opens when the one before it is cleared (the Climax follows Chapter 5, Chapter 6 follows the Climax). level_order shuffles that order (the Finale stays last; the Climax is never the first world):

level_unlock_items adds keys:

The first world's key is always yours from the start, and the Climax always needs at least one other world cleared. Inside a chapter, sub-chapters open one after another. The tutorial cannot be replayed: until it is finished Chapter Select stays closed. The tutorial's two checks (its fight and its clear reward) are locations like any other; the Skip Tutorial button on the pause menu's System page (shown only until the tutorial is finished) completes both and takes you to the hub.

What gates progress inside a chapter?

Seven key items open the way in specific areas: Pretty Little Flower (Level 1), Elevator Lever and Nurikabe's Shoe (Level 2), Nurikabe's Hat (Level 3), Fresh Fish and Inugami Certificate (Level 4) and Nurikabe's Gloves (Level 5). Level 1 also needs one of the four dash skills (Phantom Blade, Spark Rush, Quake Strike, Bloodflame Palm) to cross a gap; one of them is placed early, in your world or in another player's world. With advanced_movement_required the logic asks for no dash skill at all: that gap can be crossed by parrying the laser of the enemy shooting across it, and the dash skills become ordinary useful items.

What are the Soul Cores?

Each boss of Levels 1-5 leaves a Soul Core, and Chapters 6-8 are fights against the same five bosses again. The five cores are items of the multiworld (Agasa's, Ling Ling's, Chirakuin's, Yumiko & Kumiko's and Mamiya's Soul Core). The hub used to hand them out as worlds were cleared, and those five hand-overs are locations now: the hub follows the number of cleared worlds, so the 1st core's location is checked after the first world you clear, the 2nd after the second, and so on up to the 5th (whichever worlds they are; the Climax counts). The cores are always shuffled, whatever shuffle_key_items says. The way to each of the five fights needs the core of that boss: Ling Ling and the Corpse Princess, Nozomi, Yumiko & Kumiko and Mamiya at the door of their fight, and Agasa at the memory tree at the end of the Ikai in Chapter 8 (the first area of that chapter is her fight). Without the core the door or the tree does nothing and the game says "'s Soul Core required to continue".

How do money and the shops work?

The Konpeito the game pays at its locations (chests, trials, Harumi, stage clears) is taken out and put into the pool as Konpeito items; the hub's currency boards pay nothing. Enemies, boxes and other pickups on the maps still drop Konpeito. minimum_konpeito (default 550,000) sets how much Konpeito the pool holds in total.

The logic expects a shop slot to be bought only when 1.5 times the Konpeito items you have received covers its price (the rest comes from enemies and pickups), and only after the slot's shop tier is unlocked by cleared chapters. After the seed is generated, the progression items sitting in shops are checked together: what the multiworld needs from your shop by any point must be affordable by then, otherwise items are moved out of the shop. Konpeito is unlimited (you can always collect more), so a shop never locks you out, at worst it asks for some grinding.

Some slots also cost Senbei (1 to 3, 26 in all). Senbei cannot be collected from enemies, so the logic counts exactly the Senbei you have received, and it keeps the Senbei the shops need from being locked behind purchases that need them. A shop never holds your own Konpeito (that would be a wasted purchase); Senbei can be for sale.

Konpeito, Sakura Petals and Senbei count for the logic but are shown to everyone as plain filler.

How does Harumi work?

Harumi rewards you at 100, 300, 600, 1,000, 1,400, 1,800 and 2,300 Sakura Petals. The flowers on the maps give about 320 petals per chapter; the logic counts on 280 per cleared chapter plus the Sakura Petals items you have received. The pool always holds enough Sakura Petals items to reach the last reward. Harumi's rewards are never expected before your first chapter is cleared, however many Sakura Petals you hold.

What does another world's item look like in Homura-Hime?

Shops list Archipelago items by name; items that are both progression and useful are shown in gold, other items in the colour of their classification. Finding an item for another player shows a notification. With shop_hints, opening a shop sends a free hint for every visible entry that holds another player's item.

What happens when I receive an item?

A notification shows the item and who sent it, and the item is added to your inventory right away. Journal locations still give their original journal entry as well, silently.

How do my game saves work with the multiworld?

A game save that has been played in a multiworld remembers its slot and seed. From the main menu it can only be loaded while you are connected to that same slot and seed (press F10 at the title screen to connect); otherwise the slot button does nothing and a message tells you why. A save that has never been in a multiworld loads as usual, and connecting at the title screen before you start or load a game is what lets the plugin prepare the game for your seed (for example the trap enemies).

Yes (death_link). With death_link_skip_revives, reviving with a Special Hanami Dango does not send a death; it is only sent when you pick another option in the death menu.