(1)LEVEL: shows the STELLA level setting.
       Defaults to UNPLUGGED.
       It is best not to think of STELLA setting as difficulty level.
The settings aside from UNPLUGGED are for testing and practice.
       Always set from the DIPSW menu.
Also, full playthroughs always use UNPLUGGED.


(2)SPEED: shows the movement control mode.
      Can be set in the DIPSW menu.


(3)LIFE: decreases with each hit taken. Running out means game over.
      Will EXTEND (increase by 1) when enough artifacts are collected.
      You may only carry 7 lives at a time.
      Details about EXTENDs
      The counter will glow red when it is near an EXTEND.


(4)SOL: Has 5 levels by default. Higher levels mean higher main weapon damage..
      Levels up when the gauge fills.
      Level decreases when using discharge attacks or after autorejection.

      The gauge fills on its own.
      Gauge filling is slowed by LUNA level, but only a very little bit.
      It also can be filled by picking up S artifacts.
      The level numerals will glow red when discharge is available.


(5)LUNA: Has three levels (L/M/H) by default. Increases main weapon rate of fire.
       Levels up when the gauge fills (the next level starts with the gauge 20% full).
Levels down when the gauge empties (the next level below starts with the gauge 70% full).

       The gauge empties while the main weapon is active, and refills while it is inactive.
Whether it is more effective to keep it at a high level or to use it all up at once depends on the character and playstyle.

       Gauge filling is slowed by SOL level.
Thus, it recovers faster when SOL level is low. It may be wise to occasionally discharge and let LUNA recover.

       Rises a little when grazing target bullets.
       Can be absorbed from targets via direct contact.
The actual effect from this is very small, and it may be unwise to make regular use of it.
Perhaps it is better to say that LUNA is used up slowly when close to targets.
       Gauge can be filled by picking up LUNA artifacts (scraps/crystals).


(6)SUBWEAPON: the secondary weapon, used with button 2. Reloads after a short time.
       MOUNT means the subweapon is attached to the EXECUTOR, and can be used when the gauge is full (green).
       INDEPENDENT means the subweapon is separated from the EXECUTOR, and cannot be used until it returns.
       Refrain from using the main weapon while the gauge is green, and it will fill with white.
In this state, using the subweapon will release an even more powerful attack.


(7)STELLA:  affects the surroundings. Target attacks will grow fiercer as it rises, but more spirits may be collected.
       Grows slowly on its own.
       Will grow faster if you haven't died for a certain amount of time.
       Lowers if you remain near the bottom of the screen.
       Grows if you attack a large number of targets at once.
       Can be absorbed by approaching some powerful targets.
       Grows upon grazing target fire.
       Grows upon picking up relics.
       Lowers if you get hit. The amount depends on several factors.
More lives make STELLA lower less.
If you got hit less than 30 seconds before, STELLA will lower by a full level.
       Lowers when erasing bullets with discharge attacks.
       Lowers when neutralizing bullets with the suppression radius, but the LUNA relics dropped by the bullets will raise it more than it falls.

       The level indicator will glow red when STELLA is growing.
It will glow blue when STELLA is shrinking
.

       Levels up and refills 1/16th of the gauge when the gauge fills.
       Levels down and refills 7/8ths of the gauge when the gauge empties.
       The gauge will fill halfway when it reaches the maximum, and then empty according to the number of targets on the screen (faster if there are more).
This does not occur while fighting bosses.    

       Lowers in situations where the player is faring badly, so trying to lower it may do more harm than good.
       The degree to which STELLA increases targets' ferocity depends on the type of target.
For instance, targets which are already challenging will not be affected much.


(8)TARGET: the name of the last object attacked.
      "Target" refers to the opposition, the PRAYERs, but as they are not always hostile, they are not referred to as "enemies".
      Some targets may have different components with individual names.


(9)TERRA:  the countdown to the opening of the sealed world.
When TERRA reaches 0 in FULL SEQUENCE ORDER, before the next segment,
the Shrine of Farewell(1)will appear..

       When the EXECUTOR is struck, TERRA is lost (in the process of sealing the escaping life).
       When a stage is cleared, TERRA is lost (in the process of sealing the defeated targets' spirits).
       When a life chip drops off the screen (falls into Hell), TERRA is lost.
Other items have similar effects.
       EXTEND events hold the seal on the mausoleum, raising TERRA slightly.
       It may be possible to stop the loss of TERRA briefly, if you can defeat (?) that which controls fate.
       TERRA will remain locked at its initial value in BEHIND stages.

       The counter will glow red when the seal is weak.

  
        1: a special stage, with several peculiarities.
             All SPIRITs leak away and are confiscated at the start of the stage.
             There are no lives, and getting hit has no effect on progress.
             Autorejection and SOLIDSTATE defense mechanisms do not function.
             At finish, lives are returned to the number from the end of the last stage.
             The items rewarded at finish are representative of your performance in the Shrine.
(More items are added as bosses are defeated)
Also, the value of individual spirits is equal to 1/200th of the spirits confiscated at start.
Thus, it may be best to trigger the Shrine after gathering as many spirits as possible.