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		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=7296</id>
		<title>Hellsinker</title>
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		<updated>2021-01-25T05:57:05Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: fixed a mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
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'''Hellsinker.''' is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''AN AWESOME PRAYER'''&amp;lt;br&amp;gt;'''IS''' &amp;lt;br&amp;gt;'''CONFLICT WITH US'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''KEEP YOUR DIGNITY'''&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [[1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
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=== Controls ===&lt;br /&gt;
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* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
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=== HUD ===&lt;br /&gt;
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[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
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The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
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[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
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The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
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The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
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==== Suppression Radius ====&lt;br /&gt;
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All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
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==== Collision ====&lt;br /&gt;
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In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
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==== Sealing Enemies ====&lt;br /&gt;
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When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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=== Characters ===&lt;br /&gt;
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''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
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* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
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Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
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The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
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Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
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''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
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[[File:Sol piece.png]]&lt;br /&gt;
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'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
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[[File:Luna_Crystals.png]]&lt;br /&gt;
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'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
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[[File:Luna_droplet.png]]&lt;br /&gt;
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'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
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[[File:Luna_chaff.png]]&lt;br /&gt;
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'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
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[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
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'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
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[[File:Life_chip.png]]&lt;br /&gt;
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'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
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[[File:Ingot.png]]&lt;br /&gt;
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'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
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[[File:Terra_relic.png]]&lt;br /&gt;
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Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
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[[File:Comet.png]]&lt;br /&gt;
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Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
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[[File:Revive.png]]&lt;br /&gt;
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=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
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=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
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The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
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=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
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Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
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Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
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=== Rank ===&lt;br /&gt;
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Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of bullets erased.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
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&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
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''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
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==== Breakthrough ====&lt;br /&gt;
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At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
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==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# &amp;quot;English strategy guide for HellSinker.&amp;quot;, by Zaarock | https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=53078&lt;br /&gt;
# Spirit Scoring Strategies added by [[User:Twilightex|Twilightex]] and [[User:Legless|Legless]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=4905</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=4905"/>
		<updated>2020-09-30T17:25:56Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: one capital letter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
** Scarlet Queen has a multitude of parts to dismantle, and which parts she has can dramatically change her attack pattern. They can be split up into talons, the two singular parts down below that fire blue energy blasts; wings, the multi-segmented side pieces that can be SEALed; and the Queen's Throne, the small knobby piece at the top that attempts to shoot you down when you get too close.&lt;br /&gt;
** The fight starts with Scarlet Queen swooping in from the top left down to the center bottom. She will be releasing bullets from the get-go so try to not let her push you into them. As long as all pieces are alive she will stay in this basic pattern, shooting a small number of bullets from her wings and attempting to wall you with her talons.&lt;br /&gt;
** '''Both talons destroyed, wings symmetrical (a piece is either alive or dead on both sides, no mismatches):''' Scarlet Queen will shoot many grazeable needle bullets from her wings. This pattern is static and worth a lot of FINELINE bonus so it's worth doing for score. Moving too high up the screen during this pattern will SEAL some of her wing pieces and reduce the number of needles shot. Stay near the bottom.&lt;br /&gt;
** '''Both talons destroyed, wings non-symmetrical:'''Her wings will perform two different attacks, depending on whether they are up or down. While up, they will shoot a stream of arrowhead bullets aimed at you. While down, it is instead small circular bullets aimed straight down. If you can remain above the boss and close enough to one wing to SEAL it entirely, this pattern is a simple dodge. Note that even if the wings are symmetrical, the above pattern will eventually end and lead to this one.&lt;br /&gt;
** '''One or both wings left with no SEALable feather pieces (talon status to get this pattern needs to be confirmed):''' The remains of Scarlet Queen's wing will start shooting homing missiles at you. Pretty mediocre attack.&lt;br /&gt;
** '''Queen's Throne:''' Anytime you approach the Queen's Throne it will attempt to shoot you with small circular bullets. This piece is quite hard to hit, but destroying it drops several Life Chips so it is worthwhile. Note that the Throne being alive or dead has no impact on any other attacks the boss has.&lt;br /&gt;
** '''All subparts destroyed (excluding Throne):''' Scarlet Queen will attempt to wall you with arrowheads while shooting small circulars inside the bullet corral. Reaching this pattern always causes a New Stella Relic to drop, in case you need to increase your rank. Destroying the main piece causes a bullet cancel so try to make it profitable.&lt;br /&gt;
** '''Boss destroyed, rank high (7 or 8, exact value needs testing):''' Spirit Kernel form. The boss's soul will attempt to destroy you with fast and dense patterns. This phase lasts 16 seconds of consists of 4 attacks performed in rapid succession. Destroying the boss will cause another bullet cancel and a Revive token to drop (useful if you are not already life capped). As the boss's final pattern is the densest, it is worthwhile to delay killing it til the last second.&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
** Rusted Dragon is considered a step up in difficulty for first time players, as it is a lot more aggressive than the bosses from the Behind Segments. However, a lot of its difficulty can be mitigated through knowledge and practice.&lt;br /&gt;
** Before the fight even starts, if you have 2 lives of less Rusted Dragon will not appear at all, ending the stage early. This may save new players from a difficult fight if they are struggling with the start of the game.&lt;br /&gt;
** In the event you do fight Rusted Dragon, it starts the fight by quickly swooping in and firing mostly static walls of bullets.&lt;br /&gt;
** One note about this static phase is that fairly early in it, Rusted Dragon will fire large elliptical bullets from the left and right ends of the screen. Destroying these offers the largest NUTCRACK bonus in the game.&lt;br /&gt;
** Rusted Dragon's two wings can be attacked and destroyed, and have 2 health bars each. Emptying the first bar offsets the wing a bit, erases the boss's shots for several seconds (similar to a discharge), and makes its initial attack pattern more complicated.&lt;br /&gt;
** Destroying a wing a second time will fully remove it. If this is the first wing destroyed, it will fire an absurdly dense burst of red elliptical bullets that you can milk for a NUTCRACK bonus. If it's the second wing it will release some Clambons and move to the final phase of the fight.&lt;br /&gt;
** The final phase is timed. The faster you destroyed the two wings, the earlier you will reach the lucrative final attack in this phase.&lt;br /&gt;
** Rusted Dragon will release Clambons, and replace them with another random set when they are destroyed. Clambons have varying attacks, dependent on their size and how many are in this particular wave. Each attack is fairly simple.&lt;br /&gt;
** Rusted Dragon itself will mostly attempt to track you vertically and release bullets straight down.&lt;br /&gt;
** Eventually, Rusted Dragon will start to release UNCHAINable Clambon trains from the top, and small Clambons from the bottom. The UNCHAIN target is the most valuable but make sure to kill as many Clambons as you can.&lt;br /&gt;
** It's also important to keep Rusted Dragon's HP high if you are milking this boss, as it will take lots of incidental damage from stray shots.&lt;br /&gt;
** Rusted Dragon will begin its final attack after several sets of trains. it will stop moving and release dense random bursts of bullets. Very large Clambon trains will swoop in from the left and right.&lt;br /&gt;
** These large trains have an UNCHAIN bonus of 19 which is a very high value. Milking this boss involves maximizing these train kills and their UNCHAIN bonus, only killing the boss at the last second.&lt;br /&gt;
** Kill trains on the side they spawn on. Once they cross the middle of the screen (marked by Rusted Dragon itself), the lead Clambons on the train will start to move offscreen and reduce your UNCHAIN bonus.&lt;br /&gt;
** Rusted Dragon's attacks are mostly random and will need to be sight read to find safespots and paths to the other side of the screen.&lt;br /&gt;
** Make sure to kill Rusted Dragon at the last possible second. The bullets it fires become more dense as the time reaches 0 and killing Rusted Dragon will cause a bullet cancel. Missing this cancel will undo some of the work spent milking Clambons.&lt;br /&gt;
** If you happen to destroy Rusted Dragon without destroying either wing, it will drop a Revive Token. However, this is not very useful.&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
** First of all, Dawn is the red one and Dusk is &amp;quot;bluish&amp;quot;. Keep this in mind because they are very different from each other.&lt;br /&gt;
** The percentage in the middle of the screen is their combined health percentage. Their phases are dependent on this number so refer to it often.&lt;br /&gt;
** Sometimes they will have a glowing runic circle around them. This circle strongly reduces damage they take from all sources. You can avoid using resources on them during this time or you can use their increased resistance to control their HP totals more effectively.&lt;br /&gt;
** '''Phase 1:''' This phase starts off with a wave cannon attack as they both swoop in from the sides. This phase is static; they will merely shift up and down and fire some simple waves of bullets.&lt;br /&gt;
** There are two ways to end this first phase: destroy all 8 of their limb launchers (the SEALable bumps) or push their combined HP total under 70% (which then destroys the limb launchers automatically). Score players may want to use this easier phase to damage them close to the breakpoint to raise their Spirit values and then move on to destroy the launchers.&lt;br /&gt;
** '''Phase 2:''' The Apostles will take turns trying to overwhelm you with fast attacks. Each Apostle uses 1 of 4 unique attacks here, chosen randomly(?).&lt;br /&gt;
** '''Dawn:'''&lt;br /&gt;
*** Dawn will fire large electric shots randomly. These will travel a medium distance then stop and expand. Culminates in an even larger bullet that expands into a giant starburst. This ones about reaction times.&lt;br /&gt;
*** Dawn will attempt to chase you down and hit you with a melee attack. This attack will happen 3 times in quick succession, and every melee attack also releases some bullet walls to try and corner you. Try to keep movements small so you can pass through these.&lt;br /&gt;
*** Dawn will appear at the left or right edge of the screen, then fire a twister of bullets and move to the other side. Some small circular bullets will also be aimed at you. If you hug the far wall from Dawn's starting position and keep your Suppression Radius up to erase the small bullets, this attack can't hit you.&lt;br /&gt;
*** Dawn will appear in the middle of the screen, fire a burst of extremely homing bullets, then immediately fly away. This attack can be SEALed by being close to Dawn when it lifts its arms, however Dusk has many attacks that start by punishing players in the middle, so dodging it is best.&lt;br /&gt;
** '''Dusk:'''&lt;br /&gt;
*** Dusk will harmlessly float at the top of the screen, while walls of plasma rain down from above. Walls can have an opening to the left, right, or in the middle. If you are above Dusk here this attack is harmless.&lt;br /&gt;
*** Dusk will float high on the screen, and fire arrowheads and teardrops at you, while simultaneously trying to wall you with arcs of electricity. This attack is difficult and relies on making quick decisions to move past bullets safely. If your Suppression Radius activates during this you will likely die as the arrowheads will slow down.&lt;br /&gt;
*** Dusk will teleport to the middle of the screen horizontally, directly above you, and fire a large beam. Being under this is naturally fatal. Some bullet walls will be released at the same time, meaning after you dodge the beam you will need to move through these lanes. This attack happens 4 times in a row.&lt;br /&gt;
*** Dusk will fire a small random burst of fireballs at you. This burst will speed up over a few seconds and end in a 3 pronged stream aimed right at you. Dodge the random bit and then stream the attack once it reaches its climax.&lt;br /&gt;
** This phase makes up the majority of the fight, as both ways to exit it will take a long time to achieve. Learning how to deal with these attacks will give players the best chance of surviving (and/or scoring) this fight.&lt;br /&gt;
** '''Team Attack Phase:''' This phase has two requirements. Both Apostles must be alive, and their combined HP total must be under 20%. If an Apostle dies before their total is under 20%, this and the next phase will be skipped. Be aware of this.&lt;br /&gt;
** The Apostles will fly in on opposite ends of the screen from each other, then tether together with electricity.&lt;br /&gt;
** While tethered, they will spin in one direction slowly, or spin in the opposite direction quickly. The order these happen in is random.&lt;br /&gt;
** Aside from the tether itself being deadly, the Apostles will also fire destructible elliptical bullets at you, as well as summon many harmless adds to destroy. This phase has high scoring potential between the Nutcrack bonuses available and the extra kills.&lt;br /&gt;
** If you thought you could avoid the tether by following one of the Apostles, you can't. They constantly fire streams of bullets from their sides to prevent this.&lt;br /&gt;
** This phase lasts 14 seconds, or will end early if an Apostle dies. If it does not end early, it goes to the next phase.&lt;br /&gt;
** '''Self Destruct Phase:''' The Apostle with lower HP will destroy its own limbs and attempt to kill you with a final desperation attack.&lt;br /&gt;
** This attack is different for each Apostle. Dawn will fly toward the top and attempt to rain down large, eye-searing electricity attacks. Dusk will fly to the middle and fire random bursts of exotic bullets that look like clubs.&lt;br /&gt;
** This phase only lasts 10 seconds, and timing it out will cause the Apostle to fully self destruct, preventing you from getting score from it.&lt;br /&gt;
** During this phase, the Apostle will have a supercharged version of their shield on. This blocks the vast majority of damage from all attacks. Entering this phase with more than ~5-6% HP will make it very difficult to get value from this Apostle.&lt;br /&gt;
** '''Final Phase:''' The surviving Apostle will use a final, simple attack.&lt;br /&gt;
** These are once again dependent on the Apostle. Dawn will perform a spiraling attack using the same club bullets Dusk just used. Dusk will simply try to wall you with fireballs.&lt;br /&gt;
** Killing this final Apostle will finally net you a bullet cancel. As Dusk fires many more bullets during this final attack than Dawn, you should set up the fight to end with Dawn as the weaker Apostle. This mostly matters for scoring but as ingots also decrease the Necessary counter survival players may also appreciate this.&lt;br /&gt;
** If left alive long enough, the Apostles will use a second attack for a bit before moving back to the first one. Dusk will attempt to kill players beneath with. Dawn's attack here is currently unknown.&lt;br /&gt;
** Survive this phase, and you will finally have banished the Apostles of the Seed, one of the longest and most arduous bosses in the game...&lt;br /&gt;
** '''Post-Boss Waves:''' Except you're not done yet. Several waves of enemies will spawn once the bosses are dead, and this lasts until the real end of the stage.&lt;br /&gt;
** The good news is the wave spawns and the bullets they fire are static. This phase can be routed to the players content.&lt;br /&gt;
** If the bulky Unnamed 335 enemies are left alive long enough, they will fire a very dense of spread of elliptical bullets in front of them. This can be used to earn a small amount of extra Spirit.&lt;br /&gt;
** The large fighter jet looking Unnamed 336 will behave similarly, except it launches landmine like Unnamed 337. These are worth extra Spirit as well, however Unnamed 337 will fly away after releasing these. This means you need to have very high damage available to make use of this.&lt;br /&gt;
** This phase ends with a large streaming pattern. The end of this phase has a small bullet cancel, so try not to bomb during it. Additionally, the enemies fly in from the top right, which tilts their bullets to the left a bit. As such, you should stream from left to right rather than the other way around. Doing it the other way will eventually wall you. Once the cancel happens, this Segment is finally over.&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=4902</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=4902"/>
		<updated>2020-09-30T09:37:58Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added rusted dragon strat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
** Scarlet Queen has a multitude of parts to dismantle, and which parts she has can dramatically change her attack pattern. They can be split up into talons, the two singular parts down below that fire blue energy blasts; wings, the multi-segmented side pieces that can be SEALed; and the Queen's Throne, the small knobby piece at the top that attempts to shoot you down when you get too close.&lt;br /&gt;
** The fight starts with Scarlet Queen swooping in from the top left down to the center bottom. She will be releasing bullets from the get-go so try to not let her push you into them. As long as all pieces are alive she will stay in this basic pattern, shooting a small number of bullets from her wings and attempting to wall you with her talons.&lt;br /&gt;
** '''Both talons destroyed, wings symmetrical (a piece is either alive or dead on both sides, no mismatches):''' Scarlet Queen will shoot many grazeable needle bullets from her wings. This pattern is static and worth a lot of FINELINE bonus so it's worth doing for score. Moving too high up the screen during this pattern will SEAL some of her wing pieces and reduce the number of needles shot. Stay near the bottom.&lt;br /&gt;
** '''Both talons destroyed, wings non-symmetrical:'''Her wings will perform two different attacks, depending on whether they are up or down. While up, they will shoot a stream of arrowhead bullets aimed at you. While down, it is instead small circular bullets aimed straight down. If you can remain above the boss and close enough to one wing to SEAL it entirely, this pattern is a simple dodge. Note that even if the wings are symmetrical, the above pattern will eventually end and lead to this one.&lt;br /&gt;
** '''One or both wings left with no SEALable feather pieces (talon status to get this pattern needs to be confirmed):''' The remains of Scarlet Queen's wing will start shooting homing missiles at you. Pretty mediocre attack.&lt;br /&gt;
** '''Queen's Throne:''' Anytime you approach the Queen's Throne it will attempt to shoot you with small circular bullets. This piece is quite hard to hit, but destroying it drops several Life Chips so it is worthwhile. Note that the Throne being alive or dead has no impact on any other attacks the boss has.&lt;br /&gt;
** '''All subparts destroyed (excluding Throne):''' Scarlet Queen will attempt to wall you with arrowheads while shooting small circulars inside the bullet corral. Reaching this pattern always causes a New Stella Relic to drop, in case you need to increase your rank. Destroying the main piece causes a bullet cancel so try to make it profitable.&lt;br /&gt;
** '''Boss destroyed, rank high (7 or 8, exact value needs testing):''' Spirit Kernel form. The boss's soul will attempt to destroy you with fast and dense patterns. This phase lasts 16 seconds of consists of 4 attacks performed in rapid succession. Destroying the boss will cause another bullet cancel and a Revive token to drop (useful if you are not already life capped). As the boss's final pattern is the densest, it is worthwhile to delay killing it til the last second.&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
** Rusted Dragon is considered a step up in difficulty for first time players, as it is a lot more aggressive than the bosses from the Behind Segments. However, a lot of its difficulty can be mitigated through knowledge and practice.&lt;br /&gt;
** Before the fight even starts, if you have 2 lives of less Rusted Dragon will not appear at all, ending the stage early. This may save new players from a difficult fight if they are struggling with the start of the game.&lt;br /&gt;
** In the event you do fight Rusted Dragon, it starts the fight by quickly swooping in and firing mostly static walls of bullets.&lt;br /&gt;
** One note about this static phase is that fairly early in it, Rusted Dragon will fire large elliptical bullets from the left and right ends of the screen. Destroying these offers the largest NUTCRACK bonus in the game.&lt;br /&gt;
** Rusted Dragon's two wings can be attacked and destroyed, and have 2 health bars each. Emptying the first bar offsets the wing a bit, erases the boss's shots for several seconds (similar to a discharge), and makes its initial attack pattern more complicated.&lt;br /&gt;
** Destroying a wing a second time will fully remove it. If this is the first wing destroyed, it will fire an absurdly dense burst of red elliptical bullets that you can milk for a NUTCRACK bonus. If it's the second wing it will release some Clambons and move to the final phase of the fight.&lt;br /&gt;
** The final phase is timed. The faster you destroyed the two wings, the earlier you will reach the lucrative final attack in this phase.&lt;br /&gt;
** Rusted Dragon will release Clambons, and replace them with another random set when they are destroyed. Clambons have varying attacks, dependent on their size and how many are in this particular wave. Each attack is fairly simple.&lt;br /&gt;
** Rusted Dragon itself will mostly attempt to track you vertically and release bullets straight down.&lt;br /&gt;
** Eventually, Rusted Dragon will start to release UNCHAINable Clambon trains from the top, and small Clambons from the bottom. The UNCHAIN target is the most valuable but make sure to kill as many Clambons as you can.&lt;br /&gt;
** It's also important to keep Rusted Dragon's HP high if you are milking this boss, as it will take lots of incidental damage from stray shots.&lt;br /&gt;
** Rusted Dragon will begin its final attack after several sets of trains. it will stop moving and release dense random bursts of bullets. Very large Clambon trains will swoop in from the left and right.&lt;br /&gt;
** These large trains have an UNCHAIN bonus of 19 which is a very high value. Milking this boss involves maximizing these train kills and their UNCHAIN bonus, only killing the boss at the last second.&lt;br /&gt;
** Kill trains on the side they spawn on. Once they cross the middle of the screen (marked by Rusted Dragon itself), the lead Clambons on the train will start to move offscreen and reduce your UNCHAIN bonus.&lt;br /&gt;
** Rusted Dragon's attacks are mostly random and will need to be sight read to find safespots and paths to the other side of the screen.&lt;br /&gt;
** Make sure to kill Rusted Dragon at the last possible second. The bullets it fires become more dense as the time reaches 0 and killing Rusted Dragon will cause a bullet cancel. Missing this cancel will undo some of the work spent milking Clambons.&lt;br /&gt;
** If you happen to destroy rusted Dragon without destroying either wing, it will drop a Revive Token. However, this is not very useful.&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
** First of all, Dawn is the red one and Dusk is &amp;quot;bluish&amp;quot;. Keep this in mind because they are very different from each other.&lt;br /&gt;
** The percentage in the middle of the screen is their combined health percentage. Their phases are dependent on this number so refer to it often.&lt;br /&gt;
** Sometimes they will have a glowing runic circle around them. This circle strongly reduces damage they take from all sources. You can avoid using resources on them during this time or you can use their increased resistance to control their HP totals more effectively.&lt;br /&gt;
** '''Phase 1:''' This phase starts off with a wave cannon attack as they both swoop in from the sides. This phase is static; they will merely shift up and down and fire some simple waves of bullets.&lt;br /&gt;
** There are two ways to end this first phase: destroy all 8 of their limb launchers (the SEALable bumps) or push their combined HP total under 70% (which then destroys the limb launchers automatically). Score players may want to use this easier phase to damage them close to the breakpoint to raise their Spirit values and then move on to destroy the launchers.&lt;br /&gt;
** '''Phase 2:''' The Apostles will take turns trying to overwhelm you with fast attacks. Each Apostle uses 1 of 4 unique attacks here, chosen randomly(?).&lt;br /&gt;
** '''Dawn:'''&lt;br /&gt;
*** Dawn will fire large electric shots randomly. These will travel a medium distance then stop and expand. Culminates in an even larger bullet that expands into a giant starburst. This ones about reaction times.&lt;br /&gt;
*** Dawn will attempt to chase you down and hit you with a melee attack. This attack will happen 3 times in quick succession, and every melee attack also releases some bullet walls to try and corner you. Try to keep movements small so you can pass through these.&lt;br /&gt;
*** Dawn will appear at the left or right edge of the screen, then fire a twister of bullets and move to the other side. Some small circular bullets will also be aimed at you. If you hug the far wall from Dawn's starting position and keep your Suppression Radius up to erase the small bullets, this attack can't hit you.&lt;br /&gt;
*** Dawn will appear in the middle of the screen, fire a burst of extremely homing bullets, then immediately fly away. This attack can be SEALed by being close to Dawn when it lifts its arms, however Dusk has many attacks that start by punishing players in the middle, so dodging it is best.&lt;br /&gt;
** '''Dusk:'''&lt;br /&gt;
*** Dusk will harmlessly float at the top of the screen, while walls of plasma rain down from above. Walls can have an opening to the left, right, or in the middle. If you are above Dusk here this attack is harmless.&lt;br /&gt;
*** Dusk will float high on the screen, and fire arrowheads and teardrops at you, while simultaneously trying to wall you with arcs of electricity. This attack is difficult and relies on making quick decisions to move past bullets safely. If your Suppression Radius activates during this you will likely die as the arrowheads will slow down.&lt;br /&gt;
*** Dusk will teleport to the middle of the screen horizontally, directly above you, and fire a large beam. Being under this is naturally fatal. Some bullet walls will be released at the same time, meaning after you dodge the beam you will need to move through these lanes. This attack happens 4 times in a row.&lt;br /&gt;
*** Dusk will fire a small random burst of fireballs at you. This burst will speed up over a few seconds and end in a 3 pronged stream aimed right at you. Dodge the random bit and then stream the attack once it reaches its climax.&lt;br /&gt;
** This phase makes up the majority of the fight, as both ways to exit it will take a long time to achieve. Learning how to deal with these attacks will give players the best chance of surviving (and/or scoring) this fight.&lt;br /&gt;
** '''Team Attack Phase:''' This phase has two requirements. Both Apostles must be alive, and their combined HP total must be under 20%. If an Apostle dies before their total is under 20%, this and the next phase will be skipped. Be aware of this.&lt;br /&gt;
** The Apostles will fly in on opposite ends of the screen from each other, then tether together with electricity.&lt;br /&gt;
** While tethered, they will spin in one direction slowly, or spin in the opposite direction quickly. The order these happen in is random.&lt;br /&gt;
** Aside from the tether itself being deadly, the Apostles will also fire destructible elliptical bullets at you, as well as summon many harmless adds to destroy. This phase has high scoring potential between the Nutcrack bonuses available and the extra kills.&lt;br /&gt;
** If you thought you could avoid the tether by following one of the Apostles, you can't. They constantly fire streams of bullets from their sides to prevent this.&lt;br /&gt;
** This phase lasts 14 seconds, or will end early if an Apostle dies. If it does not end early, it goes to the next phase.&lt;br /&gt;
** '''Self Destruct Phase:''' The Apostle with lower HP will destroy its own limbs and attempt to kill you with a final desperation attack.&lt;br /&gt;
** This attack is different for each Apostle. Dawn will fly toward the top and attempt to rain down large, eye-searing electricity attacks. Dusk will fly to the middle and fire random bursts of exotic bullets that look like clubs.&lt;br /&gt;
** This phase only lasts 10 seconds, and timing it out will cause the Apostle to fully self destruct, preventing you from getting score from it.&lt;br /&gt;
** During this phase, the Apostle will have a supercharged version of their shield on. This blocks the vast majority of damage from all attacks. Entering this phase with more than ~5-6% HP will make it very difficult to get value from this Apostle.&lt;br /&gt;
** '''Final Phase:''' The surviving Apostle will use a final, simple attack.&lt;br /&gt;
** These are once again dependent on the Apostle. Dawn will perform a spiraling attack using the same club bullets Dusk just used. Dusk will simply try to wall you with fireballs.&lt;br /&gt;
** Killing this final Apostle will finally net you a bullet cancel. As Dusk fires many more bullets during this final attack than Dawn, you should set up the fight to end with Dawn as the weaker Apostle. This mostly matters for scoring but as ingots also decrease the Necessary counter survival players may also appreciate this.&lt;br /&gt;
** If left alive long enough, the Apostles will use a second attack for a bit before moving back to the first one. Dusk will attempt to kill players beneath with. Dawn's attack here is currently unknown.&lt;br /&gt;
** Survive this phase, and you will finally have banished the Apostles of the Seed, one of the longest and most arduous bosses in the game...&lt;br /&gt;
** '''Post-Boss Waves:''' Except you're not done yet. Several waves of enemies will spawn once the bosses are dead, and this lasts until the real end of the stage.&lt;br /&gt;
** The good news is the wave spawns and the bullets they fire are static. This phase can be routed to the players content.&lt;br /&gt;
** If the bulky Unnamed 335 enemies are left alive long enough, they will fire a very dense of spread of elliptical bullets in front of them. This can be used to earn a small amount of extra Spirit.&lt;br /&gt;
** The large fighter jet looking Unnamed 336 will behave similarly, except it launches landmine like Unnamed 337. These are worth extra Spirit as well, however Unnamed 337 will fly away after releasing these. This means you need to have very high damage available to make use of this.&lt;br /&gt;
** This phase ends with a large streaming pattern. The end of this phase has a small bullet cancel, so try not to bomb during it. Additionally, the enemies fly in from the top right, which tilts their bullets to the left a bit. As such, you should stream from left to right rather than the other way around. Doing it the other way will eventually wall you. Once the cancel happens, this Segment is finally over.&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3838</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3838"/>
		<updated>2020-08-06T01:34:56Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added glossary link for doujin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware [[doujin]] game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the time requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes/Switches weapon type when playing CBP training&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the time drop to 0. If the time ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
There are multiple aspects to scoring in Mecha Ritz: Steel Rondo, with the most the prominent one being '''speed killing'''. When an enemy is destroyed, a bit of text will appear which determines the '''multiplier''' applied on the enemy's point value. The possible values from highest to lowest are: '''Grande (Flashing), Grande, Tall and Short'''. In order to get the '''highest multiplier, you must destroy the enemy before the timer (usually located at the bottom right of the enemy) expires'''.&lt;br /&gt;
&lt;br /&gt;
Also throughout the stages, are green item carriers. Upon destroying one, it will drop a '''Bonus item''', which will give '''8000, 5000 or 2000 points''' depending on how close you are when destroying the carrier.&lt;br /&gt;
&lt;br /&gt;
Emptying a boss' healthbar before the timer runs out will give you a '''time bonus''' of '''10,000 points (100,000 points for the TLB)'''.&lt;br /&gt;
&lt;br /&gt;
Located on different parts of each boss, are circles that increases in size the closer you are to them. They will flash white upon damaging them and destroying them will give you a '''destruction bonus''' which '''varies from 1000-5000 points each'''.&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, you will be rewarded with an end stage bonus which gives you more points depending on your resources. The formula used is:&lt;br /&gt;
&lt;br /&gt;
 Left = (current amount of lives + 1) * 50&lt;br /&gt;
 Bomb = current amount of bombs x 10&lt;br /&gt;
 Shield = current amount of shields x 20&lt;br /&gt;
 Basis Point = Left + Bomb + Shield&lt;br /&gt;
 Multiplier = current Rank value + current Time left&lt;br /&gt;
 '''Clear Bonus = Basis Point x Multiplier'''&lt;br /&gt;
&lt;br /&gt;
The B variant TLB's final attack has orbiting circles that cancel bullets around when shot. This pattern can be milked by remaining on either the left or right side of the screen and shooting the circles while avoiding the boss. The circles give a ton of points and can be milked for '''~ 5 million points''' if done right.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=3837</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=3837"/>
		<updated>2020-08-06T01:32:54Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added glossary link for doujin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
*In stage 5, you must have an A Rank while at the Turret Wall.  An E Flag will appear in the lower right corner of the Turret Wall during this section.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ALLTYNEX_Second&amp;diff=3836</id>
		<title>ALLTYNEX Second</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ALLTYNEX_Second&amp;diff=3836"/>
		<updated>2020-08-06T01:07:43Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added glossary link for doujin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Alltynex_Second_Logo.png|400px|center]]&lt;br /&gt;
ALLTYNEX Second アルティネクス セカンド&lt;br /&gt;
&lt;br /&gt;
'''''ALLTYNEX Second''''' is a Japanese vertically scrolling [[doujin]] [[shoot'em up]] by [[SITER SKAIN]], which released in 2010. ''ALLTYNEX Second'' is a remake of the original FM Towns ''ALLTYNEX'' released in 1996. Despite being the last game released, it is the first chapter of 'The Tale Of ALLTYNEX' trilogy.&lt;br /&gt;
&lt;br /&gt;
Thanks to the British publisher Nyu Media and a successful Kickstarter campaign, this game, alongside [[RefleX]] and [[KAMUI]], were localized and released in 2013, with the Steam version released in 2014 via Steam Greenlight.&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
During the latter half of the 22nd century, economists predict a worldwide depression. Some claim that a shortage of natural resources could see advanced nations reduced to third-world levels. &lt;br /&gt;
To avoid this, the first world begins the New City Project toward the end of the 21st century, which would facilitate economic control on a planetary level. &lt;br /&gt;
After being promised a full share of space resources for the next century, the hold-out nations agree to sign the treaty. This is the birth of the Special Administrative City Aeneas.&lt;br /&gt;
&lt;br /&gt;
To ensure fair governance and economic management, it was decided that an advanced A. I. would govern Aeneas rather than humans. This was the inception of the ALLTYNEX Plan.&lt;br /&gt;
&lt;br /&gt;
However, in the Year 2192 AD, the super-computer Alltynex goes out of control and conducts a mass genocide upon Earth's populace, killing of 80% of all humanity (around 7.6 billion). &lt;br /&gt;
The survivors were forced to escape into space, but the harsh conditions dwindled as the years went by.&lt;br /&gt;
&lt;br /&gt;
Forty years go by and the Earth Unification Government begins its plan to retake Earth by using a strategy of the pilots diving deep into the enemy forces and suicide running all available craft.&lt;br /&gt;
One of these pilots is 24-year old Guehala Dennis, who aboard one of the Tactical Melee Craft Armed Saboteurs begins his mission to stop Alltynex once and for all.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fighter Mode&lt;br /&gt;
* '''B:''' Armor Mode&lt;br /&gt;
* '''A+B (Hold):''' Fighter Mode Special&lt;br /&gt;
* '''B+A (Hold):''' Armor Mode Special&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
Type-A ship, referred to as the Standard ship, which is equipped with Homing Laser as its Fighter Mode special, that automatically homes in on enemies closest to the player and a Buster Rifle as its Armor Mode special, which based on your blades locking on specific target, will then lock your aim in that direction and fire a massive laser beam.&lt;br /&gt;
&lt;br /&gt;
Type-B ship, referred to as the Advanced ship, aside from being red to differentiate it from the Type-A ship, also has changes in its arsenal. The Fighter Mode special is the Buster Beam (fires only forward), the Blades are now manual and don't lock onto targets, forcing you to move to your designated target and the Armor Mode special is the Homing Missiles, that can potentially destroy enemy bullets.&lt;br /&gt;
&lt;br /&gt;
The Mode specials use up your Energy gauge, which can be maxed up to five levels, but is also tied to the power of your main shot, which gets weaker and weaker with constant usage of the specials.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
The only items in this game are energy chips, which restore the energy gauge at a fixed rate. There are large and small ones, and their effects are described below:&lt;br /&gt;
&lt;br /&gt;
*'''Energy Chips (Large)''' When an enemy is destroyed, these will appear. Smaller enemies drop one, while medium-sized enemies drop eight or more. In Fighter Mode, your ship automatically recovers them, but in Armor Mode, they will gradually fall off the screen. Recovery Amount: 100&lt;br /&gt;
*'''Energy Chips (Small)''' These appear when the Blade destroys enemy bullets. They are automatically recovered, regardless of mode. Recovery Amount: 10&lt;br /&gt;
&lt;br /&gt;
Extra lives are awarded and 3 million points and then every 5 million points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This game has two types of bonus systems:&lt;br /&gt;
&lt;br /&gt;
*'''Combo Bonuses''' A Combo Bonus is awarded for destroying multiple enemies in Mode (with either Homing Laser or main gun) within 6 seconds or less. The bonus begins with 200 points after four enemies, that increases per every two destroyed at intervals of 400, 800, 1600, 3200, 6400, 12,800, 25,600, 25,600, and so on, with 25,600 points being the maximum. If another enemy is not destroyed within. 6 seconds, the combo count will reset.&lt;br /&gt;
*'''Multiplier Bonus''' In Armor Mode, destroying an enemy (with either Blade or Buster Rifle) will award points using a multiplier determined by their base score. The multiplier increases as the Combo Bonus does. It starts at 2, up to a maximum of 16. As time passes, the bonus gradually decreases.&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alltynex_01.png|300px|thumb|The super-computer Alltynex, as seen in the Guide Book]] || [[File:Alltynex_02.png|350px|thumb|Armed Saboteur destroying the big enemy craft with the Buster Rifle in the first stage]] || [[File:Alltynex_03.jpg|thumb]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=3834</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=3834"/>
		<updated>2020-08-05T22:22:53Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added strategy for the segment 6 boss. pretty comprehensive beyond the one piece of missing info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
** Scarlet Queen has a multitude of parts to dismantle, and which parts she has can dramatically change her attack pattern. They can be split up into talons, the two singular parts down below that fire blue energy blasts; wings, the multi-segmented side pieces that can be SEALed; and the Queen's Throne, the small knobby piece at the top that attempts to shoot you down when you get too close.&lt;br /&gt;
** The fight starts with Scarlet Queen swooping in from the top left down to the center bottom. She will be releasing bullets from the get-go so try to not let her push you into them. As long as all pieces are alive she will stay in this basic pattern, shooting a small number of bullets from her wings and attempting to wall you with her talons.&lt;br /&gt;
** '''Both talons destroyed, wings symmetrical (a piece is either alive or dead on both sides, no mismatches):''' Scarlet Queen will shoot many grazeable needle bullets from her wings. This pattern is static and worth a lot of FINELINE bonus so it's worth doing for score. Moving too high up the screen during this pattern will SEAL some of her wing pieces and reduce the number of needles shot. Stay near the bottom.&lt;br /&gt;
** '''Both talons destroyed, wings non-symmetrical:'''Her wings will perform two different attacks, depending on whether they are up or down. While up, they will shoot a stream of arrowhead bullets aimed at you. While down, it is instead small circular bullets aimed straight down. If you can remain above the boss and close enough to one wing to SEAL it entirely, this pattern is a simple dodge. Note that even if the wings are symmetrical, the above pattern will eventually end and lead to this one.&lt;br /&gt;
** '''One or both wings left with no SEALable feather pieces (talon status to get this pattern needs to be confirmed):''' The remains of Scarlet Queen's wing will start shooting homing missiles at you. Pretty mediocre attack.&lt;br /&gt;
** '''Queen's Throne:''' Anytime you approach the Queen's Throne it will attempt to shoot you with small circular bullets. This piece is quite hard to hit, but destroying it drops several Life Chips so it is worthwhile. Note that the Throne being alive or dead has no impact on any other attacks the boss has.&lt;br /&gt;
** '''All subparts destroyed (excluding Throne):''' Scarlet Queen will attempt to wall you with arrowheads while shooting small circulars inside the bullet corral. Reaching this pattern always causes a New Stella Relic to drop, in case you need to increase your rank. Destroying the main piece causes a bullet cancel so try to make it profitable.&lt;br /&gt;
** '''Boss destroyed, rank high (7 or 8, exact value needs testing):''' Spirit Kernel form. The boss's soul will attempt to destroy you with fast and dense patterns. This phase lasts 16 seconds of consists of 4 attacks performed in rapid succession. Destroying the boss will cause another bullet cancel and a Revive token to drop (useful if you are not already life capped). As the boss's final pattern is the densest, it is worthwhile to delay killing it til the last second.&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
** First of all, Dawn is the red one and Dusk is &amp;quot;bluish&amp;quot;. Keep this in mind because they are very different from each other.&lt;br /&gt;
** The percentage in the middle of the screen is their combined health percentage. Their phases are dependent on this number so refer to it often.&lt;br /&gt;
** Sometimes they will have a glowing runic circle around them. This circle strongly reduces damage they take from all sources. You can avoid using resources on them during this time or you can use their increased resistance to control their HP totals more effectively.&lt;br /&gt;
** '''Phase 1:''' This phase starts off with a wave cannon attack as they both swoop in from the sides. This phase is static; they will merely shift up and down and fire some simple waves of bullets.&lt;br /&gt;
** There are two ways to end this first phase: destroy all 8 of their limb launchers (the SEALable bumps) or push their combined HP total under 70% (which then destroys the limb launchers automatically). Score players may want to use this easier phase to damage them close to the breakpoint to raise their Spirit values and then move on to destroy the launchers.&lt;br /&gt;
** '''Phase 2:''' The Apostles will take turns trying to overwhelm you with fast attacks. Each Apostle uses 1 of 4 unique attacks here, chosen randomly(?).&lt;br /&gt;
** '''Dawn:'''&lt;br /&gt;
*** Dawn will fire large electric shots randomly. These will travel a medium distance then stop and expand. Culminates in an even larger bullet that expands into a giant starburst. This ones about reaction times.&lt;br /&gt;
*** Dawn will attempt to chase you down and hit you with a melee attack. This attack will happen 3 times in quick succession, and every melee attack also releases some bullet walls to try and corner you. Try to keep movements small so you can pass through these.&lt;br /&gt;
*** Dawn will appear at the left or right edge of the screen, then fire a twister of bullets and move to the other side. Some small circular bullets will also be aimed at you. If you hug the far wall from Dawn's starting position and keep your Suppression Radius up to erase the small bullets, this attack can't hit you.&lt;br /&gt;
*** Dawn will appear in the middle of the screen, fire a burst of extremely homing bullets, then immediately fly away. This attack can be SEALed by being close to Dawn when it lifts its arms, however Dusk has many attacks that start by punishing players in the middle, so dodging it is best.&lt;br /&gt;
** '''Dusk:'''&lt;br /&gt;
*** Dusk will harmlessly float at the top of the screen, while walls of plasma rain down from above. Walls can have an opening to the left, right, or in the middle. If you are above Dusk here this attack is harmless.&lt;br /&gt;
*** Dusk will float high on the screen, and fire arrowheads and teardrops at you, while simultaneously trying to wall you with arcs of electricity. This attack is difficult and relies on making quick decisions to move past bullets safely. If your Suppression Radius activates during this you will likely die as the arrowheads will slow down.&lt;br /&gt;
*** Dusk will teleport to the middle of the screen horizontally, directly above you, and fire a large beam. Being under this is naturally fatal. Some bullet walls will be released at the same time, meaning after you dodge the beam you will need to move through these lanes. This attack happens 4 times in a row.&lt;br /&gt;
*** Dusk will fire a small random burst of fireballs at you. This burst will speed up over a few seconds and end in a 3 pronged stream aimed right at you. Dodge the random bit and then stream the attack once it reaches its climax.&lt;br /&gt;
** This phase makes up the majority of the fight, as both ways to exit it will take a long time to achieve. Learning how to deal with these attacks will give players the best chance of surviving (and/or scoring) this fight.&lt;br /&gt;
** '''Team Attack Phase:''' This phase has two requirements. Both Apostles must be alive, and their combined HP total must be under 20%. If an Apostle dies before their total is under 20%, this and the next phase will be skipped. Be aware of this.&lt;br /&gt;
** The Apostles will fly in on opposite ends of the screen from each other, then tether together with electricity.&lt;br /&gt;
** While tethered, they will spin in one direction slowly, or spin in the opposite direction quickly. The order these happen in is random.&lt;br /&gt;
** Aside from the tether itself being deadly, the Apostles will also fire destructible elliptical bullets at you, as well as summon many harmless adds to destroy. This phase has high scoring potential between the Nutcrack bonuses available and the extra kills.&lt;br /&gt;
** If you thought you could avoid the tether by following one of the Apostles, you can't. They constantly fire streams of bullets from their sides to prevent this.&lt;br /&gt;
** This phase lasts 14 seconds, or will end early if an Apostle dies. If it does not end early, it goes to the next phase.&lt;br /&gt;
** '''Self Destruct Phase:''' The Apostle with lower HP will destroy its own limbs and attempt to kill you with a final desperation attack.&lt;br /&gt;
** This attack is different for each Apostle. Dawn will fly toward the top and attempt to rain down large, eye-searing electricity attacks. Dusk will fly to the middle and fire random bursts of exotic bullets that look like clubs.&lt;br /&gt;
** This phase only lasts 10 seconds, and timing it out will cause the Apostle to fully self destruct, preventing you from getting score from it.&lt;br /&gt;
** During this phase, the Apostle will have a supercharged version of their shield on. This blocks the vast majority of damage from all attacks. Entering this phase with more than ~5-6% HP will make it very difficult to get value from this Apostle.&lt;br /&gt;
** '''Final Phase:''' The surviving Apostle will use a final, simple attack.&lt;br /&gt;
** These are once again dependent on the Apostle. Dawn will perform a spiraling attack using the same club bullets Dusk just used. Dusk will simply try to wall you with fireballs.&lt;br /&gt;
** Killing this final Apostle will finally net you a bullet cancel. As Dusk fires many more bullets during this final attack than Dawn, you should set up the fight to end with Dawn as the weaker Apostle. This mostly matters for scoring but as ingots also decrease the Necessary counter survival players may also appreciate this.&lt;br /&gt;
** If left alive long enough, the Apostles will use a second attack for a bit before moving back to the first one. Dusk will attempt to kill players beneath with. Dawn's attack here is currently unknown.&lt;br /&gt;
** Survive this phase, and you will finally have banished the Apostles of the Seed, one of the longest and most arduous bosses in the game...&lt;br /&gt;
** '''Post-Boss Waves:''' Except you're not done yet. Several waves of enemies will spawn once the bosses are dead, and this lasts until the real end of the stage.&lt;br /&gt;
** The good news is the wave spawns and the bullets they fire are static. This phase can be routed to the players content.&lt;br /&gt;
** If the bulky Unnamed 335 enemies are left alive long enough, they will fire a very dense of spread of elliptical bullets in front of them. This can be used to earn a small amount of extra Spirit.&lt;br /&gt;
** The large fighter jet looking Unnamed 336 will behave similarly, except it launches landmine like Unnamed 337. These are worth extra Spirit as well, however Unnamed 337 will fly away after releasing these. This means you need to have very high damage available to make use of this.&lt;br /&gt;
** This phase ends with a large streaming pattern. The end of this phase has a small bullet cancel, so try not to bomb during it. Additionally, the enemies fly in from the top right, which tilts their bullets to the left a bit. As such, you should stream from left to right rather than the other way around. Doing it the other way will eventually wall you. Once the cancel happens, this Segment is finally over.&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3170</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3170"/>
		<updated>2020-07-26T00:23:08Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: seasoning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
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'''Hellsinker.''' is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''AN AWESOME PRAYER'''&amp;lt;br&amp;gt;'''IS''' &amp;lt;br&amp;gt;'''CONFLICT WITH US'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''KEEP YOUR DIGNITY'''&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
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=== Controls ===&lt;br /&gt;
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* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
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=== HUD ===&lt;br /&gt;
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[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
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The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
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[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
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The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
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The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
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==== Suppression Radius ====&lt;br /&gt;
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All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
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==== Collision ====&lt;br /&gt;
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In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
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==== Sealing Enemies ====&lt;br /&gt;
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When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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=== Characters ===&lt;br /&gt;
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''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
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* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
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Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
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The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
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Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
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''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
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[[File:Sol piece.png]]&lt;br /&gt;
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'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
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[[File:Luna_Crystals.png]]&lt;br /&gt;
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'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
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[[File:Luna_droplet.png]]&lt;br /&gt;
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'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
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[[File:Luna_chaff.png]]&lt;br /&gt;
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'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
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[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
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'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
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[[File:Life_chip.png]]&lt;br /&gt;
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'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
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[[File:Ingot.png]]&lt;br /&gt;
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'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
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[[File:Terra_relic.png]]&lt;br /&gt;
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Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
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[[File:Comet.png]]&lt;br /&gt;
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Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
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[[File:Revive.png]]&lt;br /&gt;
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=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
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=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
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=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
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=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
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&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
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''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
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&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3169</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3169"/>
		<updated>2020-07-25T23:09:59Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added doujin redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
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==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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=== Characters ===&lt;br /&gt;
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''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
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* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
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Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
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The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
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Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
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''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
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[[File:Sol piece.png]]&lt;br /&gt;
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'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
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[[File:Luna_Crystals.png]]&lt;br /&gt;
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'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
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[[File:Luna_droplet.png]]&lt;br /&gt;
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'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
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[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Doujin&amp;diff=3168</id>
		<title>Doujin</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Doujin&amp;diff=3168"/>
		<updated>2020-07-25T23:08:24Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: Redirected page to Glossary of shmups#Doujin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Glossary_of_shmups#Doujin]]&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=3167</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=3167"/>
		<updated>2020-07-25T23:06:50Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added doujin definition. will create a redirect momentarily&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and refers to completing all of the stages of a game on a '''single credit''' (no continues). &lt;br /&gt;
&lt;br /&gt;
Another term that is used is &amp;quot;x-'''ALL'''&amp;quot;, where x represents the number of [[loop]]s completed in a single run on a single credit. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-ALL'''.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Arrange===&lt;br /&gt;
An '''arrange mode''' is an alternate version of a game, commonly either included with console ports, or made as part of special events, where mechanics, artwork, and various aspects of the game are &amp;quot;remixed&amp;quot; and modified in various ways. &lt;br /&gt;
&lt;br /&gt;
Arrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot''' or '''Full Auto'''.''&lt;br /&gt;
&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bomb===&lt;br /&gt;
A '''bomb''' is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. They will often be replenished each time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
===Bullet Cancel===&lt;br /&gt;
In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a '''bullet cancel'''. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.&lt;br /&gt;
&lt;br /&gt;
===Bullet Hell===&lt;br /&gt;
''Also called '''Danmaku''' or '''Manic Shooter'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. Innovated in large part by the developers of [[Toaplan]] and [[CAVE]], and with [[DonPachi]], released in 1995.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, counterstop, or CS''' refers to when a score counter reaches the maximum amount that it is able to reach, commonly displayed on a HUD as a series of 9s in each score digit. When a counter-stop is achieved, in most cases, the game stops counting score for the player. It is not possible to score higher than a counter-stop, so often players will stop using scoring techniques upon reaching it.&lt;br /&gt;
&lt;br /&gt;
Games with particularly exploitable counter-stop strategies due to oversights in game design, such as ''[[Dogyuun]]'', are in many cases not played for high scores, or are played in ways that specifically avoid counter-stop strategies.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Doujin===&lt;br /&gt;
&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. While often conflated with the Western concept of indie, many doujin creators consider themselves philosophically different from indie creators.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Extend===&lt;br /&gt;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. In shooting games, extends are usually rewarded after earning a certain score, or after completing specific in-game tasks.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Grazing===&lt;br /&gt;
'''Grazing''' is a mechanic present in some shooting games, in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A '''hitbox''' is a typically invisible box or region, used by a game to calculate whether objects have collided or not. They are typically made of simple shapes, and are used to simplify and add consistency to collision detection, as using every pixel of a sprite or model for collision detection would be both computationally more intensive and mechanically unwieldy. Player ships, enemy ships, bullets, environment, and so on, can all have hitboxes. Hitboxes are often much smaller than the objects might appear, so developers will often add some sort of visual feature to hint at hitbox location - such as a bright cockpit on a ship, an ornament on a character's back, or even displaying the hitbox itself with a small dot. Bullets may also have their hitboxes indicated via a different colored region toward the center of the bullet, that more closely matches its true hitbox.&lt;br /&gt;
&lt;br /&gt;
===Hyper System===&lt;br /&gt;
'''&amp;quot;Hyper system&amp;quot;''' or '''hyper''' refers to a game mechanic where the player can spend a gauge or power-up that grants them '''massively increased firepower''' for a limited time, in exchange for '''harder game difficulty''', such as faster bullet speeds, denser bullet patterns, overall rank increase, and/or more aggressive enemy AI. The concept of the hyper system was originally conceived in ''[[DoDonPachi Campaign Version]]'', a special arrange mode of ''[[DoDonPachi]]'', and was refined and popularized by ''[[DoDonPachi Dai-Ou-Jou]]''. It has since appeared in a variety of games, such as ''[[Crimzon Clover]]''.&lt;br /&gt;
&lt;br /&gt;
In more non-traditional uses of the term, '''hyper''' may be used to refer to any temporary, powered-up state.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
===No-miss===&lt;br /&gt;
In shooting games (and many games that originate in Japan), a &amp;quot;miss&amp;quot; refers to player death; achieving a '''No-Miss''' means going through the entire stage, game, or boss fight without losing a life. &lt;br /&gt;
&lt;br /&gt;
Many games offer significant bonus points for achieving a No-Miss at the end of the stage, or at the end of the game. In games that feature a [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; is an augment to a player's ship that grants additional firepower. In some games, options can also be used to block bullets. Options are usually represented by a pod-like object or a small ship that flies with the player's ship.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; refers to a place on the screen that you can place your ship to completely avoid damage from incoming bullet patterns. Safespots are typically the result of system exploits, game design oversights, or glitches/bugs. &lt;br /&gt;
&lt;br /&gt;
Particularly egregious safespots can often allow a player to completely avoid damage while still damaging enemies and bosses for the duration of an encounter, which can completely nullify the difficulty of said encounter.&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Time-out===&lt;br /&gt;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. Some games, such as ''[[Ikaruga]]'', feature an invincible boss that must be timed-out in order to win, forcing the player to rely on their dodging skills and pattern recognition. In most other games, time-outs typically exist in order to prevent the player from earning unlimited amounts of points from [[#Milk|milking]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; a hidden boss encounter that only appears to highly skilled players. Reaching the TLB of a game often requires meeting a series of requirements, such as achieving a &amp;quot;[[no miss]]-no bomb (NMNB)&amp;quot; run, reaching a certain score threshold, destroying certain objects, entering a certain &amp;quot;path&amp;quot;, or other objectives that can range from the obvious to the esoteric. &lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3166</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3166"/>
		<updated>2020-07-25T22:55:27Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
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[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
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==== Suppression Radius ====&lt;br /&gt;
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All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
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==== Collision ====&lt;br /&gt;
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In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
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==== Sealing Enemies ====&lt;br /&gt;
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When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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=== Characters ===&lt;br /&gt;
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''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
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* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
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Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
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The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
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Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
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''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
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[[File:Sol piece.png]]&lt;br /&gt;
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'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
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[[File:Luna_Crystals.png]]&lt;br /&gt;
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'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
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[[File:Luna_droplet.png]]&lt;br /&gt;
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'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
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[[File:Luna_chaff.png]]&lt;br /&gt;
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'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
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[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
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'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
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[[File:Life_chip.png]]&lt;br /&gt;
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'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
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[[File:Ingot.png]]&lt;br /&gt;
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'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
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[[File:Terra_relic.png]]&lt;br /&gt;
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Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
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[[File:Comet.png]]&lt;br /&gt;
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Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
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[[File:Revive.png]]&lt;br /&gt;
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=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
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=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
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=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
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Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=3011</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=3011"/>
		<updated>2020-07-23T21:04:06Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added scarlet queen info to the segment 2 lead section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
** Scarlet Queen has a multitude of parts to dismantle, and which parts she has can dramatically change her attack pattern. They can be split up into talons, the two singular parts down below that fire blue energy blasts; wings, the multi-segmented side pieces that can be SEALed; and the Queen's Throne, the small knobby piece at the top that attempts to shoot you down when you get too close.&lt;br /&gt;
** The fight starts with Scarlet Queen swooping in from the top left down to the center bottom. She will be releasing bullets from the get-go so try to not let her push you into them. As long as all pieces are alive she will stay in this basic pattern, shooting a small number of bullets from her wings and attempting to wall you with her talons.&lt;br /&gt;
** '''Both talons destroyed, wings symmetrical (a piece is either alive or dead on both sides, no mismatches):''' Scarlet Queen will shoot many grazeable needle bullets from her wings. This pattern is static and worth a lot of FINELINE bonus so it's worth doing for score. Moving too high up the screen during this pattern will SEAL some of her wing pieces and reduce the number of needles shot. Stay near the bottom.&lt;br /&gt;
** '''Both talons destroyed, wings non-symmetrical:'''Her wings will perform two different attacks, depending on whether they are up or down. While up, they will shoot a stream of arrowhead bullets aimed at you. While down, it is instead small circular bullets aimed straight down. If you can remain above the boss and close enough to one wing to SEAL it entirely, this pattern is a simple dodge. Note that even if the wings are symmetrical, the above pattern will eventually end and lead to this one.&lt;br /&gt;
** '''One or both wings left with no SEALable feather pieces (talon status to get this pattern needs to be confirmed):''' The remains of Scarlet Queen's wing will start shooting homing missiles at you. Pretty mediocre attack.&lt;br /&gt;
** '''Queen's Throne:''' Anytime you approach the Queen's Throne it will attempt to shoot you with small circular bullets. This piece is quite hard to hit, but destroying it drops several Life Chips so it is worthwhile. Note that the Throne being alive or dead has no impact on any other attacks the boss has.&lt;br /&gt;
** '''All subparts destroyed (excluding Throne):''' Scarlet Queen will attempt to wall you with arrowheads while shooting small circulars inside the bullet corral. Reaching this pattern always causes a New Stella Relic to drop, in case you need to increase your rank. Destroying the main piece causes a bullet cancel so try to make it profitable.&lt;br /&gt;
** '''Boss destroyed, rank high (7 or 8, exact value needs testing):''' Spirit Kernel form. The boss's soul will attempt to destroy you with fast and dense patterns. This phase lasts 16 seconds of consists of 4 attacks performed in rapid succession. Destroying the boss will cause another bullet cancel and a Revive token to drop (useful if you are not already life capped). As the boss's final pattern is the densest, it is worthwhile to delay killing it til the last second.&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3008</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=3008"/>
		<updated>2020-07-23T20:34:37Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added a link to strategy page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol piece.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=2945</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=2945"/>
		<updated>2020-07-20T02:32:06Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: fixed some garland info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=2944</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=2944"/>
		<updated>2020-07-20T02:02:25Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: 1 capital letter d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this twice, at LIMIT 07 and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=2943</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=2943"/>
		<updated>2020-07-20T02:02:04Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: starting an in-depth strategy page. will include both general tips and stage specific techniques.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (dawn &amp;amp; Dusk)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this twice, at LIMIT 07 and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2768</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2768"/>
		<updated>2020-07-15T18:26:47Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: fixed error in unlocks. added title screen 4.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol piece.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerTitleScreen4.png&amp;diff=2767</id>
		<title>File:HellsinkerTitleScreen4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerTitleScreen4.png&amp;diff=2767"/>
		<updated>2020-07-15T18:25:28Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fourth title screen from Hellsinker. (20060, by Ruminant's Whimper.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2699</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2699"/>
		<updated>2020-07-14T19:39:14Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added unlocks, title screen 4 still needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
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[[File:Sol piece.png]]&lt;br /&gt;
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'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options.&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerTitleScreen2.png&amp;diff=2698</id>
		<title>File:HellsinkerTitleScreen2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerTitleScreen2.png&amp;diff=2698"/>
		<updated>2020-07-14T19:30:43Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The second title screen from Hellsiner. (2006), by Ruminant's Whimper.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Yukkuritime&amp;diff=2634</id>
		<title>User:Yukkuritime</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Yukkuritime&amp;diff=2634"/>
		<updated>2020-07-14T00:41:31Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: Created page with &amp;quot;hello&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hello&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2489</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2489"/>
		<updated>2020-07-12T18:44:20Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: replaced title screen 3 with title screen 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol piece.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
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&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
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&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerTitle1.png&amp;diff=2488</id>
		<title>File:HellsinkerTitle1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerTitle1.png&amp;diff=2488"/>
		<updated>2020-07-12T18:43:40Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
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		<author><name>Yukkuritime</name></author>
		
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		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=2431"/>
		<updated>2020-07-12T01:45:20Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: finished uploading item pictures. improved item descriptions a bit.&lt;/p&gt;
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&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|200px|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol piece.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
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		<title>Hellsinker</title>
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&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|200px|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Gem multiplier. This tracks the value of Luna Gems. The value inside the gem tracks the current size of gems (and ergo their worth) while the number outside tracks how many more gems need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
[[File:Sol_piece.png]]&lt;br /&gt;
&lt;br /&gt;
 '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1244</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1244"/>
		<updated>2020-06-27T05:02:58Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: added HUD info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|200px|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Gem multiplier. This tracks the value of Luna Gems. The value inside the gem tracks the current size of gems (and ergo their worth) while the number outside tracks how many more gems need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression radius.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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&lt;br /&gt;
=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
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=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
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&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
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&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerHUD_right.png&amp;diff=1243</id>
		<title>File:HellsinkerHUD right.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerHUD_right.png&amp;diff=1243"/>
		<updated>2020-06-27T04:43:19Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The righthand side of the HUD for Hellsinker. (2006), which focuses mostly on scores&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1227</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1227"/>
		<updated>2020-06-27T01:12:11Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|200px|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
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&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell.&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression radius.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by '''not firing the main shot''' for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a '''light blue circle''' around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerHUD_left.png&amp;diff=1226</id>
		<title>File:HellsinkerHUD left.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerHUD_left.png&amp;diff=1226"/>
		<updated>2020-06-27T00:47:33Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The lefthand side of the HUD for Hellsinker. (2006). This half focuses on gameplay.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1058</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1058"/>
		<updated>2020-06-25T06:21:35Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|200px|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression radius.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by '''not firing the main shot''' for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a '''light blue circle''' around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerShrineDoor.png&amp;diff=1057</id>
		<title>File:HellsinkerShrineDoor.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerShrineDoor.png&amp;diff=1057"/>
		<updated>2020-06-25T06:20:41Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example door from Shrine of Farewell, the bonus segment in Hellsinker.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1056</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1056"/>
		<updated>2020-06-25T06:08:42Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|200px|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression radius.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by '''not firing the main shot''' for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a '''light blue circle''' around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1050</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1050"/>
		<updated>2020-06-25T02:09:01Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with 4 playable characters (one of which has 4 different load-outs for an overall total of 7) and 9 levels, called segments, in the main game. There are also unlockable harder versions of the first 3 segments and 2 extra segments unlocked by 1CC'ing the game and defeating the TLB, Lost Property 771. The scoring system involves destroying enemies (including subparts) to gain '''Spirit''', keeping your '''Stella''' (rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. Kagura is unlocked by beating Segment 4 1CC.&lt;br /&gt;
* '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
* '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
* '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
* '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at four lives. At the start of each run, players use the Way of Life setting to set their life cap at 5-7. Setting a lower life cap offers less safety but greater score, as it allows the player to rack up Immortality bonuses faster. Extra lives are earned from life chips, the amount of which that are needed for an extra life goes up as you earn more lives, and Revive tokens that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
=== Bootleg Ghost ===&lt;br /&gt;
&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression field.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and slightly adjust the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has little to no effect on bosses, with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions increase the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and pointblanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions decrease the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Suppression Field ===&lt;br /&gt;
All characters have a suppression field which can be activated by not firing the main shot for several seconds. Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down. The suppression field takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression field creates small Luna tokens. You can create slightly bigger ones by pointblanking enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
=== Sealing Enemies ===&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This encourages aggressive play rather than waiting for enemies to fly down to you.&lt;br /&gt;
&lt;br /&gt;
=== Collision ===&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This also encourages aggressive gameplay, as making a mistake and getting too close won't kill you. Unless you get knocked back into a bullet. Additionally, any time the player character is invulnerable they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
=== Breakthrough ===&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
=== Immortality ===&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1049</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1049"/>
		<updated>2020-06-25T02:08:38Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with 4 playable characters (one of which has 4 different load-outs for an overall total of 7) and 9 levels, called segments, in the main game. There are also unlockable harder versions of the first 3 segments and 2 extra segments unlocked by 1CC'ing the game and defeating the TLB, Lost Property 771. The scoring system involves destroying enemies (including subparts) to gain '''Spirit''', keeping your '''Stella''' (rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. Kagura is unlocked by beating Segment 4 1CC.&lt;br /&gt;
* '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
* '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
* '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
* '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at four lives. At the start of each run, players use the Way of Life setting to set their life cap at 5-7. Setting a lower life cap offers less safety but greater score, as it allows the player to rack up Immortality bonuses faster. Extra lives are earned from life chips, the amount of which that are needed for an extra life goes up as you earn more lives, and Revive tokens that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
=== Bootleg Ghost ===&lt;br /&gt;
&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression field.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and slightly adjust the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has little to no effect on bosses, with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions increase the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and pointblanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions decrease the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Suppression Field ===&lt;br /&gt;
All characters have a suppression field which can be activated by not firing the main shot for several seconds. Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down. The suppression field takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression field creates small Luna tokens. You can create slightly bigger ones by pointblanking enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
=== Sealing Enemies ===&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This encourages aggressive play rather than waiting for enemies to fly down to you.&lt;br /&gt;
&lt;br /&gt;
=== Collision ===&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This also encourages aggressive gameplay, as making a mistake and getting too close won't kill you. Unless you get knocked back into a bullet. Additionally, any time the player character is invulnerable they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
=== Breakthrough ===&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
=== Immortality ===&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1048</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1048"/>
		<updated>2020-06-25T01:31:35Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with 4 playable characters (one of which has 4 different load-outs for an overall total of 7) and 9 levels, called segments, in the main game. There are also unlockable harder versions of the first 3 segments and 2 extra segments unlocked by 1CC'ing the game and defeating the TLB, Lost Property 771. The scoring system involves destroying enemies (including subparts) to gain '''Spirit''', keeping your '''Stella''' (rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. Kagura is unlocked by beating Segment 4 1CC.&lt;br /&gt;
* '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
* '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
* '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
* '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at four lives. At the start of each run, players use the Way of Life setting to set their life cap at 5-7. Setting a lower life cap offers less safety but greater score, as it allows the player to rack up Immortality bonuses faster. Extra lives are earned from life chips, the amount of which that are needed for an extra life goes up as you earn more lives, and Revive tokens that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
=== Bootleg Ghost ===&lt;br /&gt;
&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression field.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and slightly adjust the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has little to no effect on bosses, with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions increase the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and pointblanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions decrease the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Suppression Field ===&lt;br /&gt;
All characters have a suppression field which can be activated by not firing the main shot for several seconds. Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down. The suppression field takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression field creates small Luna tokens. You can create slightly bigger ones by pointblanking enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
=== Sealing Enemies ===&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This encourages aggressive play rather than waiting for enemies to fly down to you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
=== Breakthrough ===&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
=== Immortality ===&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1047</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1047"/>
		<updated>2020-06-25T01:22:22Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with 4 playable characters (one of which has 4 different load-outs for an overall total of 7) and 9 levels, called segments, in the main game. There are also unlockable harder versions of the first 3 segments and 2 extra segments unlocked by 1CC'ing the game and defeating the TLB, Lost Property 771. The scoring system involves destroying enemies (including subparts) to gain '''Spirit''', keeping your '''Stella''' (rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat.&lt;br /&gt;
* '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
* '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
* '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
* '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at four lives. At the start of each run, players use the Way of Life setting to set their life cap at 5-7. Setting a lower life cap offers less safety but greater score, as it allows the player to rack up Immortality bonuses faster. Extra lives are earned from life chips, the amount of which that are needed for an extra life goes up as you earn more lives, and Revive tokens that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
=== Bootleg Ghost ===&lt;br /&gt;
&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression field.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and slightly adjust the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has little to no effect on bosses, with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions increase the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and pointblanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions decrease the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Suppression Field ===&lt;br /&gt;
All characters have a suppression field which can be activated by not firing the main shot for several seconds. Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down. The suppression field takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression field creates small Luna tokens. You can create slightly bigger ones by pointblanking enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
=== Sealing Enemies ===&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This encourages aggressive play rather than waiting for enemies to fly down to you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
=== Breakthrough ===&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
=== Immortality ===&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1044</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=1044"/>
		<updated>2020-06-25T01:10:37Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: Created page with &amp;quot;== Hellsinker. == 637px File:HellsinkerTitle3.png|thumb|left|Title screen 3 of 4. Title screens are unlocked as you progress through the g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hellsinker. ==&lt;br /&gt;
[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle3.png|thumb|left|Title screen 3 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
'''Hellsinker.''' is a doujin [[bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with 4 playable characters (one of which has 4 different load-outs for an overall total of 7) and 9 levels, called segments, in the main game. There are also unlockable harder versions of the first 3 segments and 2 extra segments unlocked by 1CC'ing the game and defeating the TLB, Lost Property 771. The scoring system involves destroying enemies (including subparts) to gain '''Spirit''', keeping your '''Stella''' (rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat.&lt;br /&gt;
* '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
* '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
* '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
* '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at four lives. At the start of each run, players use the Way of Life setting to set their life cap at 5-7. Setting a lower life cap offers less safety but greater score, as it allows the player to rack up Immortality bonuses faster. Extra lives are earned from life chips, the amount of which that are needed for an extra life goes up as you earn more lives, and Revive tokens that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
=== Bootleg Ghost ===&lt;br /&gt;
&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, disables the suppression field.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. '''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge. '''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, or created by erasing bullets inside your suppression field. '''Stella relics''' allow you to control your Stella, changing the gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses. '''Life chips''' are somewhat more rare reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. '''Ingots''' are made when a boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. '''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your token count, Stella, and '''Terra''', a resource that determines when you visit a special stage.&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost Stella. You wil drop 1 Comet relic for each Stella you had on death, and they each give .75 Stella back. Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
(pictures incoming)&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and slightly adjust the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has little to no effect on bosses, with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions increase the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and pointblanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions decrease the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Suppression Field ===&lt;br /&gt;
All characters have a suppression field which can be activated by not firing the main shot for several seconds. Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down. The suppression field takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression field creates small Luna tokens. You can create slightly bigger ones by pointblanking enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
=== Breakthrough ===&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
=== Immortality ===&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
no way hombre. this one will take awhile.&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HellsinkerTitle3.png&amp;diff=1043</id>
		<title>File:HellsinkerTitle3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HellsinkerTitle3.png&amp;diff=1043"/>
		<updated>2020-06-24T21:43:00Z</updated>

		<summary type="html">&lt;p&gt;Yukkuritime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The third title screen for Hellsinker. By Ruminant's Whimper (2006).&lt;/div&gt;</summary>
		<author><name>Yukkuritime</name></author>
		
	</entry>
</feed>