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    FAQ/Walkthrough by khoavuong

    Version: 3 | Updated: 09/12/04 | Search Guide | Bookmark Guide

         version     three
         date        September 12, 2004
         author      Khoa Vuong
         e-mail      khoavuong@hotmail.com
         homepage    http://www.geocities.com/khoavuong/home.htm
         Game info:
         developer   Squaresoft
         publisher   Square
         platform    PlayStation
         release     May 1998
        | | |                     Title                              Section
                                  Introduction                          x-xx
          /                       General Advice
         ŻŻŻ                           Choose the Best Fighter          1-01
         ___                           Configure Controls               1-02
          ]                            Choose the Best Gunpods          1-03
         ŻŻŻ                           Anticipate Attacks               1-04
         __                            Game Structure                   1-05
         ] >:
         ŻŻ                       Walkthrough
         ___                           Level 1 - Imperial Capital       2-01
          /                            Level 2 - Armored Trains         2-02
         ŻŻŻ                           Level 3 - Supply Tunnels         2-03
         ___                           Level 4 - Subterranean Base      2-04
         \_/                           Level 5 - Aerialport             2-05
                                       Level 6 - Stratagem Spacecraft   2-06
          _                            Level 7 - Hyperion               2-07
         ___                           Version History                  3-01
         /\/                           Acknowledgements                 3-02
                                       Copyright & Terms of Use         3-03
    INTRODUCTION                                                             x-xx
         The following is a documentation of the strategies I use to play
         Einhander. Separated into two parts, this guide will first give
         general hints of gameplay. This section is for those who are
         starting out and are being overwhelmed with the game, which is
         quite different from the traditional shooter. [1] Second, I'll
         describe every step required in order to play a perfect game in
         which you never get hit and at the same time acquire sixteen Secret
         Bonuses. This strategy will allow you to obtain the two bonus
         fighters, the Schabe and Selene. [2] Indeed, it is easy to simply
         finish the game, and only relatively difficult to attain the
         Selene, but a flawless victory will test your mettle.
         This is my first strategy guide, so I've tried to establish as much
         depth as possible by writing in detail about the strategy and the
         many aspects of the game. As a seemingly simple shooter, Einhander
         is surprisingly deep. While Square doesn't really need more
         recognition, the ingenuity employed in this fantastic first attempt
         at a shooter should be acknowledged. Granted, I've probably logged
         more hours on this game than the vast majority of players, so I'd
         appreciate the game more than most people. In fact, as of this
         writing, I still sometimes play through it for kicks. As I said
         before, sometimes I can beat it without dying, but in no way is it
         a guaranteed occurrence. For me, Einhander has a perfect difficulty
         level. Whenever I get towards the end of level five, still on my
         first life, I get nervous from a sense of imminent doom. I'll
         usually die eventually, but when I manage to get through the whole
         game unscathed, the feeling of accomplishment is thrilling!
          1. Einhander has a relatively high learning curve compared to
             other shooters. In order to improve, you'll have to be
             proficient with the controls, memorize enemy patterns, learn
             the Gunpods' characteristics, and find the best combination of
             Gunpods that will propel you through the entire game.
          2. There are a total of five playable ships, including two bonus
             fighters known only as Unknown Fighter Type I and II. The first
             --called the Schabe, according to Zach Keene as noted in his
             excellent FAQ--is awarded by getting at least fifteen Secret
             Bonuses in a game (it is not necessary to beat the game,
             however). The second fighter, called the Selene, is awarded by
             beating the game on the hard difficulty using no more than two
             continues. But why settle for using up two continues? Try to do
             it without continuing at all. It's great to be able to set new
             challenges. As an incentive for not using any continues, you'll
             get a good evaluation and high score, since the game doesn't
             acknowledge any work after continuing.
         Choose the Best Fighter                                             1-01
         I recommend using the Endymion Mk II exclusively, rather than the
         Endymion Mk III [3] or the Astrea Mk I. [4] While it can only use
         one Gunpod at a time and has a single-shot machine gun, it allows
         you to reserve up to three Gunpods. This configuration allows you
         to use the best Gunpod out of three for any particular situation.
         You don't want to be facing a level boss with a Vulcan, waste
         Grenade rounds on small enemies, or be stuck with the Riot in a
         swarm. The Mk II allows for Gunpod combinations effective in all
         Since only one Gunpod is used at a time, it is possible to stock up
         on Gunpods collected along the way and protect them from damage
         when not in use. [5] Despite the fact that a Gunpod yields only
         two-thirds of the ammo compared to the two other fighters, it's
         possible to reserve over five hundred rounds of Wasp ammo and over
         two hundred rounds of Cannon ammo during the course of a single
         game. There's no way that could happen with the other fighters.
          3. The Endymion Mk III is recommended for beginners. If you must,
             practice with this fighter and learn the various Gunpods'
             characteristics. This is how I started playing the game, but
             later realized that the Mk III is an inferior craft. Once
             comfortable with the Mk III, step up to the Mk II.
          4. The Astrea Mk I is perhaps the most difficult to use. While the
             power of two simultaneous Gunpods sounds good, keeping track of
             the direction of fire of each Gunpod is very distracting.
             You're likely to concentrate on where you're shooting, but be
             unaware of the bullets coming at you. Also, when you pick up a
             Gunpod, you have to position yourself so that it attaches to
             the intended top or bottom position, and it's not always
             reliable. Having two Gunpods exposed makes your fighter quite
             large, so the levels in which you have to navigate tight
             corridors will be that much tougher. Remember that some
             Gunpods, such as the Grenade and Spreader, are only useful in
             one position, effectively limiting your Gunpod combinations.
             For example, forward shooting Grenades would not allow for
             homing Wasps. All things considered, the Astrea will give you
             more trouble than it's worth.
          5. Gunpods can block bullets. While Gunpods can protect you from
             fire, they do incur damage, although their performance isn't
             hindered. The Gunpod's label on the lower left corner will be
             green for minimal or no damage, yellow for moderate damage, and
             red for severe damage. The Gunpod itself will also flash red in
             this state and will be destroyed when further damage is
             incurred. While Gunpods can be a lifesaver, please do not
             become accustomed to "collecting" enemy fire. In any shooter,
             you should instinctively get out of the way of the trajectory
             of all incoming bullets.
         Configure Controls                                                  1-02
         Configure your buttons for ease of use. The following setup will
         allow you to change speed, swap Gunpods and change their positions,
         all the while constantly shooting your machine gun.
             Square   Arm 1 (fire machine gun)
             X        Arm 2 (fire Gunpod)
             R1       move manipulator
             R2       speed up
             L2       speed down
             Circle   Gunpod Select (right)
             L1       Gunpod Select (left)
         Keep the tip of your right thumb on the square button and roll your
         thumb over the X button to shoot both guns at the same time, if
         necessary. The left thumb is for the directional pad. Place both
         index fingers on the shoulder buttons. The middle, ring, and pinkie
         fingers on each hand work with the palms to maintain grip on the
         PlayStation controller's handles. For the most part, circle and
         triangle will go unused.
         Notice that in this configuration, Gunpod swapping is controlled by
         a single button, L1, and moves the active Gunpod selection to the
         left. There is a purpose for this. Let's say during a game you are
         actively using a Cannon. The Gunpod labels on the bottom left of
         the screen might read C__. When another good Gunpod appears, such
         as the Grenade (CG_), you may pick it up, immediately revert back
         to the Cannon, and resume playing as before. In time, you can
         develop a rhythm for this and do it quickly out of reflex without
         looking at the labels.
         Choose the Best Gunpods                                             1-03
         Some weapons are better than others. In choosing the right Gunpods,
         try to pick up only the most powerful ones [6], and avoid the weak,
         yet versatile Gunpods, such as the Vulcan or Spreader. Pick up
         those only when you have an empty Gunpod slot. [7] Why do this?
         Because the machine gun is quite versatile on its own, even if it
         is a pea-shooter. Most levels contain small enemies that can be
         destroyed in one or a few shots of the machine gun. If you can
         dispatch enemies without using Gunpods, ammo is conserved. The
         following is a ranking of the Gunpods, best to worst:
         Flash is simply the best weapon in the game. Its concentrated beam
             can tear through everything and wastes no time doing so. But
             don't let it get out of control, because it doesn't last long.
             It is very important to be aware of exactly how many rounds are
             remaining because every shot is precious, so don't shoot unless
             it's something big. As a bonus, its large shape allows it to be
             used as a shield. Appears only twice: level three and level
             five midboss (see footnote 9).
         Grenade is fun to use. There's nothing quite like how a single
             Grenade gets lobbed into the air from out of its canister,
             glides gracefully in a perfect arc in absolute silence, and 
             detonates in a large explosion that invariably leads to the
             destruction of the intended target. However fun, its arching
             path is somewhat difficult to aim, and doesn't span the whole
             screen, so you'll have to learn to be proficient with it. Also,
             there's not a whole lot of rounds for each Gunpod, so savor the
             moment. Appears seldomly in every level except seven.
         Juno is just like a Vulcan but it is oh so much more powerful. Its
             ammo depletes quickly, and only shows up in a few places, but
             it's a blast once you get it. However, the wobbling is annoying
             and causes a lot of wasted ammo. Use it deliberately and
             sparingly. Appears only three times: level one endboss, level
             four submarine, and level seven.
         Wasp is the most versatile weapon in the game. Its two modes allow
             for homing capability and a slower, more powerful standard
             attack. However, its moderate power is best used to eliminate
             the smaller enemies that attack in massive swarms. A minor
             problem arises when it loses some targets that are far away,
             but those targets should be harmless anyway. When I play, I
             never lose this Gunpod. Appears frequently in every level.
         Cannon is the typical Big Gun. Its slow rate of fire is compensated
             by its per-shot power. Since it is so common, the low ammo
             count shouldn't be a problem. It's best used for medium-sized
             enemies which can be destroyed in just a few hits. It'll rip
             through a whole line of small targets and each hit will stop a
             medium sized enemy in its tracks, causing it to reel back a bit
             due to the Cannon's stopping power. A fine weapon. This is
             another Gunpod I have with me at all times during gameplay.
             Appears frequently in every level.
         Hedgehog is a deceptively effective weapon. It looks pretty lame
             due to its short range, but the Hedgehog is not only powerful,
             but it lingers momentarily, so it can hit a single target
             numerous times over. A neat side effect is that once a large
             enemy is hit, it will seem to be stunned for a short time,
             unable to move or attack. This is a very important tip to
             remember. The Hedgehog's vertical attack is actually its best
             trait, allowing you to shoot enemies from beyond their attack
             angle. This is definitely a weapon for those who aren't afraid
             of getting up close and personal. If you don't mind getting
             dangerously close to an enemy, the Hedgehog is a very important
             part of your arsenal and one that I keep with me during most of
             the game. It's an excellent weapon to use against bosses and
             midbosses. Appears often in levels two through six.
         Spreader is for those who just can't aim the machine gun. It's an
             interesting weapon because it's very weak from a distance and
             yet very devastating in close quarters. This is because it is
             restricted to one shot per screen, so it can have both slow and
             rapid fire. Remember this tactic when facing the solid rocket
             boosters in level six. Appears seldomly in every level.
         Vulcan is littered throughout the game. That's probably its best
             trait. It has the highest ammo count, but it also goes through
             it like popcorn. Perhaps the main problem with the Vulcan is
             that it is too similar to the machine gun on the Endymion, so
             having the Vulcan equipped is redundant. The two will do about
             the same amount of damage, but the Vulcan has limited ammo. The
             rapid fire could possibly be an asset, but you should learn to
             use the machine gun proficiently, and there really aren't many
             moments in which you get swarmed. The fact that the barrel
             wobbles is also detrimental to good strategy. Pick up the
             Vulcan only if you're naked. Appears frequently in every level.
         Riot is very nice until you have to use it on demand. Once fully
             charged it discharges a large electrical blast that goes
             through armor to damage the enemy's core, sometimes causing
             instant destruction for most medium-sized enemies.
             Unfortunately, the blast has a limited range and it is slow to
             charge, requiring a couple of seconds between blasts. Ever
             notice how big it is? It acts well as a shield. Appears
             seldomly in every level.
         Blade is really only for show because it looks and sounds like a
             lightsaber. By quickly pressing down and forward, the beam
             extends. While in this state, toggling the Gunpod's position
             up and down looks pretty slick as it slashes the air. But it
             won't hit much more than dead air, all the while its power is
             draining away. Never pick up this Gunpod. Appears seldomly in
             levels three to six.
         Python is a very unusual weapon because it spreads a series of
             grenade-like pods connected together. While each pod is very
             powerful, the string shoots out and just floats in the middle
             of the screen. Their position is unpredictable as well, so
             there's no way to actually aim for a target. Use of this Gunpod
             comes down to throwing it out there and hoping that something
             runs into it. You can't shoot again until the first shot is
             gone, either. This may be worth getting if you're desperate,
             but it's quite rare, so don't worry about it. Appears only
             once, in level 5, making it the rarest Gunpod.
         Mosquito is very strange because you can control its path. Sounds
             good? Not at all. Keeping track of the path of each Mosquito
             missile won't allow you to pay attention to enemy fire or your
             own ship's movement. That means you'll get hit and not even
             know why or run into things because you were trying hard to
             make the Mosquito make contact with ANYTHING. Its only saving
             grace is that each missile is very powerful. But then, if you
             don't hit anything with them, they're wasted. Don't even
             consider picking this thing. Good thing it's extremely rare.
             Appears only twice: level three and its second Secret Bonus
             (see footnote 15).
          6. The Mosquito and Python Gunpods are extremely powerful, perhaps
             the equivalent of the Grenade. Yet they are to be avoided
             because they are unreliable. Most of the time, they'll miss the
             intended target. The Blade has decent power, but its short
             range makes it unusable.
          7. Sometimes, when you have a spare slot, it is best to keep it
             open despite the availability of an inferior Gunpod. After all,
             it's better than nothing, right? But if all your slots are
             filled, picking up another Gunpod different from the three
             already equipped will replace the currently active Gunpod. If
             you leave a slot open, you won't have to juggle Gunpods, and
             may quickly pick them up without really thinking about it. In
             Einhander, a moment's hesitation could make all the difference.
         Anticipate Attacks                                                  1-04
         You're going to have to memorize enemy encounters and their attack
         patterns. Line up your guns to the enemy before they appear and get
         out of the range of their fire before they shoot, which usually
         takes some time. Use this opportunity to take them out quickly,
         before they get the chance to fire. This is why it is important to
         pick up the most powerful Gunpods. Once large enemies appear, take
         them out quickly using a powerful Gunpod and immediately move on to
         another target. [8] Also important is proper use of the machine
         gun. Whenever possible and convenient, try to get close to a large
         enemy. The machine gun's rate of fire will be significantly greater
         than shooting from a distance. This tactic applies to the Grenade,
         Spreader, and Cannon Gunpods, as well.
         Except for the small individual bullets, enemy fire will be
         preceded by a hint that it's about to be unleashed. Typically,
         you'll be able to see the signs of a devastating attack before it
         occurs. Guns may glow with energy. An enemy may take a moment to
         get into its attack position. And in case you're too busy to look
         at the enemy's activities, the game provides audible clues that
         you're about to be fired upon. For example, the first level's
         midboss carries two guns, a Vulcan and a Spreader, and flies around
         the screen with agility. Yet he's pretty easily defeated because
         you can anticipate his attacks. He'll extend his weapon arm and
         stop moving right before he shoots, allowing you to move out of his
         range of fire. If both of his guns are destroyed, he'll pull out
         one big-ass cannon. Every shot released from his cannon is preceded
         by the glowing of its barrel, as well as a big sucking sound,
         indicating that it's being charged. Take advantage of these cues to
         get out of the way.
         In conclusion, here are the most important, yet vague, pieces of
         advice: Play aggressively. Prevention is the key. The best defense
         is a good offense. No more clinging to the left of the screen with
         an unlimited, screen-filling spread shot waiting for enemies to run
         into your fire while wading through streams of bullets. No more
         enduring lengthy boss battles. No more cheap deaths! Don't let
         enemies make the first move. The Endymion has the potential to be a
         flying arsenal. You have the power to be the bully.
          8. I think this is what makes Einhander so great. Sure, it can get
             incredibly tough, but there's always a feeling that the game
             gave you a chance to survive, but you just didn't take the
             opportunity to use good strategy to take advantage of it.
             There's never a "cheap" moment that requires all luck and no
             skill. Perhaps because Square has decided to leave out the
             "super bomb", they made sure there is always a means of escape.
             I think other shooters forget about that. Raystorm, another
             PlayStation shooter, is notorious for being cheap. It has super
             bombs, but I try not to use them because it's more fun to
             frantically dodge innumerable bullets, unless a boss unleashes
             the dreaded random bullet spray or the big laser volley. That's
             definitely a super bomb moment.
         Game Structure                                                      1-05
         Most shooters are very simple. This is probably because they
         originated in the arcade, where a typical game lasts only a few
         minutes. The player is required to learn the mechanics of the game
         in that short time; if not, it's game over and frustration sets in.
         Generally, vertically-scrolling shooters (e.g. Raiden, Twin Cobra,
         Strikers) only utilize two buttons: fire and "super bomb". Even
         after the turn of the century, vertical shooters such as 1944 and
         Giga Wing 2 have maintained these conventions. On the other hand,
         horizontal shooters (e.g. R-Type, Gradius) have typically offered
         controls that are more versatile (or complicated, depending on how
         you look at it), allowing for weapon control, but no screen-
         clearing "super bomb". Quick reflexes and good strategy are
         important to success, rather than an instant escape mechanism. Some
         of the best shooters (e.g. Gaiares, Thunder Force), however, build
         on that precedent to allow for speed adjustment and enemy weak
         points. Games such as R-Type Delta and Einhander go even further by
         including various weapon firing modes. Shooters have advanced very
         slowly in fifteen years' time.
         Since Einhander follows a long heritage of shooters, it builds on
         its predecessors' innovations. For example, Einhander's control
         system is more complex than any other shooter because it utilizes
         seven buttons whose versatility allows for great control of
         movement and weapons. Its weapon system is based on "power ups"
         like so many other shooters, but Einhander is one of the few
         shooters that features limited ammunition, making it even more
         difficult. A common situation that beginners face occurs when they
         run out of ammunition and are naked, essentially, with only a lowly
         machine gun to fend off the oncoming hoards. Einhander's Gunpod
         system is so involved that half the challenge comes from weapons
         management. The limited ammunition of the weapons requires constant
         replenishment or replacement and their varied abilities force the
         player to be selective. In this game, long-term strategy is just as
         important as quick reflexes.
         Similar to the Gradius and R-Type series, Einhander features a
         checkpoint system in which players who are shot down are forced
         back to certain points in the game. Many players dread shooters
         with checkpoints, but they have their benefits. Einhander's
         checkpoints force players to progress on their own merits rather
         than using continues and thirty lives to inch through the game.
         Additionally, players always revert back to a safe spot that
         provides Gunpods and doesn't include hostiles. Without a checkpoint
         system, players are thrust into situations in which they are naked
         with no powerups available and the whole screen is a danger zone.
         And with a total of thirty lives available, it would be too easy to
         "buy victory". Arcade vertical shooters, in particular, have these
         problems. This is what most likely happens: after a long stretch in
         which players build up powerful weapons and the levels likewise
         increase in difficulty, getting shot leaves the player powerless.
         Death comes quickly at this point and the only solution is to
         insert another quarter. This sense of hopelessness is what
         discourages players.
         Einhander never gives players that sense of hopelessness. Since the
         game was released on a home console, it allows players to develop a
         long-term strategy after attempting innumerable failed trials. In
         that time, players learn the mechanics of the game and take
         advantage of its conventions. For example, I recommended that
         players learn the characteristics of the Gunpods, one at a time,
         before attempting to manage three Gunpods simultaneously.
         Additionally, the game's presentation not only indicates a polished
         product, but also provides the player with visual and aural cues to
         aid survival from enemy attacks. The cause of death is always
         known, and perhaps next time it can be avoided. This is what
         compels players to return to the game despite suffering countless
         Einhander's conventions engage players by giving them the power to
         learn and make decisions. By introducing elements of improvisation,
         experimentation, and even a little exploration, players are more
         involved in the dynamics of the game. Collectively, Einhander's
         controls, weapons, and presentation result in a shooter with
         incredible depth.
         When I state to use a certain Gunpod at a certain time, assume it
         to be in conjunction with the machien gun. Never stop shooting the
         machine gun, unless otherwise stated. Success depends on Gunpod
         availability, so any changes to the Gunpod configuration will be
         indicated by three letters (e.g. HCW means Hedgehog, Cannon, Wasp).
         Although only fifteen Secret Bonuses are required to obtain the
         Schabe bonus fighter, I'll make note of sixteen of the easier ones,
         just in case you miss one.
         Level 1 - Imperial Capital                                          2-01
         F__. You start the game in the Endymion Mk II with thirty rounds of
         Flash [9] and with level two speed. Immediately increase speed to
         level three. [10] With the machine gun, destroy the first wave of
         cars (about six) and the first transport. Pick up its released
         Vulcan Gunpod. Your Gunpod slots should read FV_. Shoot the next
         wave of approximately twenty cars using only the Vulcan to get a
         point bonus. [11] Pick up the Spreader Gunpod from the transport
         that follows and use it on the next wave of cars. FVS. Replace the
         Vulcan with the Cannon from the next transport. FCS. Replace the
         Spreader with the Wasp that comes shortly after. FCW. Note that
         this should be your Gunpod configuration throughout level one and
         two. Hitting all the neon signs will yield the first Secret Bonus.
         [12] Increase speed to level four (top speed) and move up and down
         the limits of the screen. Once you destroy all the neon signs,
         reduce to level three speed for the next wave of small cars and
         transports. Limit yourself to only one Cannon shot for each
         transport and use the machine gun for the small enemies. Destroying
         all transports will yield the second Secret Bonus.
         Midboss: SPJ-15 Greif (Griffin). Destroy its lower section with the
         Flash to get the third Secret Bonus. The midboss aligns itself to
         your position, so that its head is aligned with your ship. The
         Flash, in its lower position, conveniently points downward directly
         at the midboss's saucer section. It should take only five direct
         hits. Shoot it only when it's not shooting at you to avoid stray
         bullets. It helps to shoot it as soon as it stops moving to avoid
         missing. The easiest method is to shoot its lower section twice,
         destroying its armor. It'll reel back a bit and take a moment to
         get back into position. At this point, quickly shoot it three more
         times to finish it off. As it falls down, it'll make a last ditch
         effort to shoot you twice with its spreader.
         Destroying the midboss's bottom section will cause your fighter to
         take a detour to the ruins of the pre-war megalopolis. Use the Wasp
         for the descent underground. As you go down, temporarily stop using
         the machine gun and instead shoot all enemies with the Wasp's
         homing missile mode. The Anglers require two Wasps each. Pick up
         any Cannon or Wasp Gunpods, nothing else.
         Once you return to the surface, resume shooting the machine gun and
         use the Cannon as before. One Cannon shot will instantly destroy
         the tough armor attached to the trains and the machine gun will
         finish them off. Use four homing Wasp missiles on the four small
         enemies in the tunnel before the level boss.
         Endboss: SPKB-03 Drache (Dragon). Immediately get as close as
         possible and rapidly fire the Wasp in the downward position. Aim
         for the point in which its arm meets its main body. It looks as if
         it would be its nose, if it had one. Once its arm is destroyed, the
         endboss will move around a bit. Follow its path while shooting
         Wasps so that its critical area is constantly being hit. Ideally,
         the endboss will die right before it gets a chance to flip over. It
         should take about 70 Wasps. You should have at least 90 remaining.
         Boss Repulse Time: 12 seconds.
          9. If you're playing for the first time, you will not be able to
             select a preloaded Gunpod. Once you have saved your game
             information to a memory card, it will allow you to equip a
             Gunpod before you start your game, provided you have picked up
             that particular Gunpod in a previous game. There are only two
             opportunities to pick up a Flash Gunpod during the course of
             the game. The first opportunity is in the middle of level
             three, right after the midboss. As you descend the shaft, a
             large rotating apparatus follows your path from above. Once
             destroyed it will release a stream of little "fleas", as if
             they are spilling out. Destroy every single one of them and a
             Flash Gunpod will be the last object to fall. The second
             opportunity to obtain the Flash Gunpod is in level five, when
             you fight the midboss. Knock him down four times by destroying
             his body parts and a Secret Bonus will be awarded as well as
             the Flash Gunpod. I recommend that you attempt to obtain the
             Flash by playing in the easy difficulty setting and then
             restarting on the hard difficulty, Flash in hand.
         10. Every playable ship has four degrees of speed. Level one is
             slowest, whereas Level four is fastest. Level three speed is
             ideal because it allows the Endymion to catch up to a falling
             Gunpod. However, there are some tight areas that should be
             played at level two speed. Change speed at any time using the
             L2 and R2 shoulder buttons. When you think about it, shouldn't
             all shooters feature a futuristic spaceship capable of variable
             speed? I've always hated having to pick up a speed power-up to
             upgrade a sluggish craft in games such as Gradius.
         11. Whenever you destroy an enemy, the point gauge will increase.
             If you destroy several enemies in rapid succession, the point
             gauge will increase more. If you destroy enemies using a
             Gunpod, the point meter will increase faster than if you had
             used the machine gun. If the point meter goes beyond 16x
             (indicating that the next enemy shot down will yield sixteen
             times its normal point value), it will flash for a short time
             and give your score a big boost in points. While all this is
             not necessary in obtaining the Selene fighter, a high score and
             a lot of point bonuses are important in receiving high letter
             grades in the final evaluation. However, since the game awards
             extra lives based on points, getting bonuses can be
             advantageous, but don't risk a life for them.
         12. In each level lies three hidden Secret Bonuses awarded by
             performing certain tasks. Each yields an instant 100,000
             points. While Secret Bonuses and point bonuses both add to the
             score, getting fifteen Secret Bonuses awards the Schabe.
         Level 2 - Armored Trains                                            2-02
         FCW. Start out with the Wasp equipped to nail all the little pods.
         Occasionally, some hovering ships will appear along the ground.
         Destroying them quickly will make a red one appear, which will
         yield a Secret Bonus if destroyed. However, destroying them quickly
         will not permit you to take their Gunpods. As such, I'll skip this
         Secret Bonus. Once you reach the section of the train in which
         there are four turrets that move up and down like pistons, switch
         to the Cannon. This is a great place to accumulate ammo as long as
         you don't destroy the control center. Pick up every Cannon and
         Wasp, and ignore any other Gunpods. You're going to have to destroy
         each of them as quickly as possible, so proficiency with swapping
         weapons is important. If you pick up a Wasp, immediately switch
         back to the Cannon. Try to get a rhythm for it so that you can swap
         Gunpods without specifically thinking about doing so. Destroying
         eight turrets will award the fourth Secret Bonus.
         The next portion will be somewhat tight, so use the Cannon to
         eliminate anything that comes at you. It'll tear through a whole
         line of the pods and flying droids, which makes it easy to get a
         point bonus. The walkers require several Cannon hits each. Don't be
         tempted to get the Grenades they carry. The second turret section
         is similar to the first one, except small droids will fly in
         occasionally. The method for this section is the same, except you
         have to remember to keep shooting in the area in which the droids
         appear so that they get destroyed as soon as they come into the
         playfield. Destroying another eight or so turrets will award the
         fifth Secret Bonus.
         Midboss: SKP-04 Garnele (Shrimp). Pretty simple. Position yourself
         so that the Flash, in its lower position, is pointed at the
         midboss's head. As soon as the German voice starts, [13] shoot it
         exactly six times--no more, no less. Remember that it will shoot
         three large homing missiles before it dies, and they are difficult
         to see behind the fiery explosion.
         Use Wasps for the remainder of the level. You should have plenty.
         Endboss: PGZ/L-03 Spinne (Spider). If all goes according to plan,
         you should have nineteen shots of Flash remaining. Use them all on
         the head of the endboss. Once the Flash is spent (_CW), the head
         armor should be blown apart. Switch to Cannon and continue shooting
         the head. The endboss is easy to destroy, but the first order of
         business is to get the Hedgehog Gunpod. As soon as the upper arm's
         flamethrower fires, quickly fly up and shoot it with the Cannon to
         exposing a Hedgehog Gunpod. However, don't attempt to pick it up
         because it's not ready yet. Instead, move down to line up with the
         endboss's head and resume shooting. Soon the upper arm will move
         down and attempt to shoot you with Hedgehogs. Now the arm's green
         area is vulnerable, so quickly fly up and shoot it, which will make
         the Hedgehog Gunpod available to be picked up. HCW. While obtaining
         the Hedgehog is difficult to describe, it makes the next level much
         easier, so try to get a feel for the timing. If there is enough
         room, you can safely shoot a few Hedgehogs down from above the head
         to finish off the endboss. If not, use whatever's convenient.
         Remember that you may safely fly through the center of the trio of
         blue rings it spews. The endboss will die with a satisfying groan.
         Boss Repulse Time: 25 seconds.
         13. When fighting against most of the bosses and midbosses, you
             will not be able to cause damage right away. Shoot the machine
             gun at the enemy until it starts to flash. Only then should you
             use the additional firepower of a Gunpod. Otherwise, it's just
             wasted ammo.
         Level 3 - Supply Tunnels                                            2-03
         HCW. This is where you'll be glad you picked up the Hedgehog from
         the previous endboss. The enemies on a rope with searchlights don't
         stand a chance. They will descend from the top so shoot the
         Hedgehog up at them. The only problem is, as soon as you hit them
         they'll drop down to collide with you. Simply release a series of
         Hedgehogs as you move down so that when they drop, they'll run into
         the Hedgehogs. They should be destroyed before they hit bottom,
         allowing you to snatch their Wasp Gunpods. It almost always works.
         Nevertheless, make sure to get out of their way when they drop.
         Next, three Gunpod carrying enemies will show up and stop in the
         middle of the screen. Shoot them with the Hedgehog and pick up only
         the Hedgehog Gunpod and the Cannon Gunpod they carry, since you
         already have those. Once all three are gone, these spinning snail-
         like enemies carrying two Gunpods will arise. They have tough
         armor, but the Cannon works wonders against them. Each shot from
         the Cannon will temporarily stun them so that they can't unleash
         their bullet spray. For each snail-like enemy, fire a single cannon
         shot and finish it off with the machine gun. Destroying a red one
         will award the sixth Secret Bonus.
         Midboss: SPKB-08 Gecko. Start out with the Cannon in its downward
         position and shoot the midboss's twin laser turrets as quickly as
         possible. After the turret is destroyed it will move around a lot,
         so try to avoid a collision. Once it settles down, resume pummeling
         it with your Cannon. Occasionally a truck will show up that will
         work with the midboss to perform a big laser attack that will
         severely limit your range of movement--don't let it happen. The
         trucks position themselves on the left side of the screen, so as
         soon as they are in position, quickly switch to Hedgehog and take
         them out. Better yet, destroy them before they get into that
         position. To destroy the trucks on the top of the screen, you can
         force the Cannon to angle itself upward by moving backwards. If you
         take out eight of them (including the Gunpod-carrying ones), the
         seventh Secret Bonus will be given. A good strategy is first to
         destroy trucks until you get the Secret Bonus, and then move on to
         blast the midboss itself. The midboss will shoot a homing laser as
         well as multiple green lasers. They're easily avoided; just don't
         panic and only move when necessary.
         The descent down a tube is littered with wall-clinging cranes and a
         great big plug on top. Use Hedgehogs on the plug and stay just out
         of reach of the left-sided cranes. As soon as the plug is
         destroyed, dozens of fleas will drop. Depending on how many fleas
         are destroyed, a Gunpod will also come out of the plug, but don't
         change your weapons configuration no matter how powerful the Gunpod
         may be. The heavily armored snail-like enemies will return, but
         I've already discussed how to deal with them. This is a tricky
         area, requiring you to destroy enemies quickly before they get a
         chance to fire, picking up their Gunpods, and reverting back to the
         Cannon. Once they're gone, the screen will scroll horizontally
         again. Along the floor and ceiling are arms that hold Gunpods,
         giving you the opportunity to pick up more Hedgehog, Cannon, and
         Wasp ammo.
         Endboss: PR-01 Gustav. At this point you should have at least fifty
         rounds of Hedgehog. Use them on the endboss by hovering above its
         head. Hedgehogs not only repeatedly hit the target, but they will
         stop the spinning disks. So the only thing you have to watch out
         for is the little ceiling-clinging "hands". At some point, the
         endboss will release three slow, small, exploding, homing pods from
         its back. When that happens, you may quickly move behind the
         endboss so that the pods hit the endboss in an attempt to get to
         you, which is very gratifying, especially when they manage to
         finish him off.
         Boss Repulse Time: 29 seconds.
         Level 4 - Subterranean Base                                         2-04
         HCW. Aren't you glad you stocked up on Wasps? Depending on how
         crowded it is, shoot off Wasps throughout the level and pick up any
         Gunpods already in reserve. But don't be a hero. Stay on the left
         side and be alert for any stray bullets. Keep moving.
         Submarine. Pull out that trusty Hedgehog and first destroy the
         three missile bays on the submarine's hull. Keep shooting until the
         hull explodes, at which point you should head for the control
         tower, which is attempting to escape. If successful, the submarine
         won't get a chance to attack and the eighth Secret Bonus will be
         awarded, along with a Juno Gunpod. However, don't get the Gunpod.
         Midboss: EU-46 Salamander. The midboss makes its first appearance
         while completely underwater. Take this opportunity to shoot
         Hedgehogs down at it and destroy the bit of armor on its back. At
         this point it will proceed to hang from the rails above. The ripple
         in the water indicates the midboss's position while underwater.
         Move directly above this spot and fire Hedgehogs downward. Move up
         as it rises from the water and be careful to not damage the Gunpod.
         Eventually, its head armor will be destroyed, causing it to fall
         into the water and then come back up to the rails with its exposed
         green head area. Repeat the same attack strategy as before. You'll
         know you're doing critical damage when you hear "pangs" and its
         body flashes red. [14] If successful, the midboss will die just
         before it gets a chance to attack during its second phase in which
         it hangs from the railing.
         When you come up out of the watery area the first thing you should
         do is reduce speed to level two because you'll have to maneuver
         through tight areas. Use homing Wasps to shoot enemies that are out
         of reach and head all the way down to the lowest level, where a
         Mosquito Gunpod lays behind you in a crate--avoid it. Throughout
         this area pick up Wasps and Hedgehogs. Continue to take the lowest
         route possible. The ninth Secret Bonus is awarded by destroying the
         mech that slides on its back. As soon as it appears, quickly
         destroy the mech using Hedgehogs. [15] The tenth Secret Bonus is
         awarded towards the end of the level by destroying the harmless
         ship that hovers above the series of grates. Rather than completely
         destroying the hovering ship, its engine will explode, causing it
         to fall into the grates below, and subsequently destroying the
         grates, as well. Prepare the Hedgehog in its downward position
         during the lengthy explosion sequence in the nuclear missile silo.
         Endboss: SPKB-04 Sturmvogel (Stormbird). As the endboss falls from
         the sky, get as close as possible to its head and rapidly fire
         Hedgehogs at it. Don't worry, it won't attack as long as you use
         a powerful weapon against it. Its head will explode, armor from
         heaven will arrive (watch out for it), and it will retreat out of
         the screen. A robot piloting a ship will show up carrying two
         Gunpods, so add ammo to any Gunpods already in reserve. The endboss
         should die shortly after it comes back into the screen again while
         getting pummeled by Hedgehogs. All this activity and it didn't
         even get a chance to attack. I've never been able to destroy the
         endboss before it retreats, no matter how much firepower I throw at
         it. I think the game has rigged it this way.
         Boss Repulse Time: 17 seconds.
         14. It'll sound as if you were banging on metal pots. This sound
             indicates damage to the boss's core, in which it is more prone
             to damage. Think of it as the control center on every enemy
             craft. Technically, this critical area is all that needs to be
             destroyed in order to disable any enemy, but it is usually
             covered with tough armor that must be eliminated first. It is
             very important to know the exact moment each enemy is
             destroyed. Sometimes it can be difficult to tell because a few
             of the bodily components still exist as debris. However, there
             are clues that an enemy craft has been destroyed. First, a
             surge of electricity flows through its body, indicating a
             critical malfunction. Second, if the enemy carries a Gunpod,
             the Gunpod's label will appear, indicating that it is ready to 
             be picked up. Destruction of an enemy means that it can no
             longer attack, no longer move on its own, its Gunpod can be
             acquired, and its existing body parts will not damage your
             ship. While all this seems obvious, knowing exactly when to
             stop shooting at one target and begin shooting at another
             is very important for crowd control and ammo conservation.
         15. There is actually a way to get a Grenade Gunpod out of the
             mech, but it's a bit tricky. If you wait a second or two, a
             close inspection reveals that the mech is carrying a big long 
             gun that shoots Grenades and Mosquitoes that shoot up from its
             back. The only way to get that Grenade Gunpod is to destroy the
             big gun before destroying the mech itself. This is somewhat
             difficult because you'd need a weapon that you can depend on to
             aim directly at the gun, because if the mech is  destroyed, the
             Grenade Gunpod goes with it. However, at this point you should
             only have a Hedgehog, Cannon, and Wasp Gunpods. Wasps are
             dependable for numerous targets, but not just one, so it is
             likely to hit the mech as well. Hedgehogs are difficult to aim
             and will likely destroy the mech completely. It is possible to
             aim the Cannon at the gun by angling it upward, but there are
             other enemies that must be dealt with at the same time.
             Regardless, getting the Grenade Gunpod is not part of this
             strategy. So if you're an expert looking for something to test
             your skills, go ahead and try getting the Grenade Gunpod. As
             for the Mosquito Gunpod, even if there was a way to purposely
             extract it, the reward surely isn't worth the risk.
         Level 5 - Aerialport                                                2-05
         HCW. The first couple of Gunpods you'll encounter is a Wasp and a
         Hedgehog. Pick up both. When the large, flying ship that shoots
         missiles comes, shoot it from above using the Hedgehog. The
         Hedgehog's vertical attack allows you to shoot it away from its
         range of fire. The little stationary pods that block your path have
         one of two possible attacks. The red ones will explode into a dozen
         pieces whereas the green ones form a small nova that is harmful
         when touched. The best course of action is to toss a few Hedgehogs
         at them so they don't get a chance to explode in the first place.
         At some point there will be a large harmless vehicle in the
         background. If you use a couple of Wasps to destroy it, a Python
         Gunpod will be released, but it is to be avoided. At least you'll
         get points. A Secret Bonus will be awarded if you destroy all the
         cranes that go up and down, but that's somewhat difficult to
         accomplish, so I usually ignore them. The next series of hovering
         vehicles is best dealt with by staying on the bottom and shooting
         Wasps as quickly as possible. Right before you face the midboss,
         four Gunpods in crates are available: Spreader, Hedgehog, Grenade,
         and Vulcan. Since you already have Hedgehog, increase its ammo.
         Midboss: SPKB-06 Ausf A Gestell. This monkey is one of my favorite
         bosses in the game because he's so unpredictable and animated.
         He'll often jump in and out of the background, so sometimes you
         can't hit him unless you use the Wasp. His most lethal attack is
         when he shoots his homing missiles, especially when it happens at
         the same time as another attack. If he tries to jump on top of you,
         shoot off a few Hedgehogs so that he'll fall into them. Try to
         estimate where his missile launcher would be. The sooner you get
         rid of that thing, the better. It's quite amusing how the
         Hedgehog's repeated attack makes him seem to writhe in pain. If he
         steps to the side and shoots the spray of blue lasers out of his
         arm, lower your speed to level two so that you can maneuver through
         the spray. While this is happening, keep shooting Wasps. Sometimes,
         he'll use his laser spray attack when he's towards the middle of
         the screen. When this happens, fly above his head and shoot
         Hedgehogs at his arm. The Hedgehogs will hit his shoulder armor and
         later his arm, perhaps destroying it completely and knocking him
         down. Once he gets knocked down for the first time, he gets really
         predictable. He'll jump into the background and release the
         spinning discs, so stay on the bottom left of the screen and shoot
         the discs. They may occasionally hit you, but not kill you. [16]
         Destroy his missile launcher by shooting Wasps while he's in the
         background. The Wasp missiles will go right to his missile launcher
         on his back. Usually, after the last attack, he tries to swat you
         with his hand. Quickly, very quickly, get up close to its hand and
         destroy it with a bunch of Hedgehogs and he'll get knocked down. A
         crate holding a Gunpod will fall, and he'll try to whip it at you.
         He'll jump into the background again, release the spinning disks,
         and swat you with his other hand. Destroy that one as well.
         Finally, he'll come back into the foreground. Fire a constant
         stream of Wasps to destroy his head armor. If you manage to knock
         him down four times, the eleventh Secret Bonus will be awarded as
         well as a crate holding a Flash Gunpod. If you still have some
         Hedgehogs, replace them with the Flash. Don't finish him off until
         you get the Flash. FCW.
         Obviously, the remaining areas of level five are tough. Equip the
         Wasp as your default weapon, because you'll be swarmed. Try to
         eliminate the spinning pods using a single shot of Flash for each.
         It's best to get rid of them rather than allowing them to explode.
         Once you reach the area in which there are a line of those pods in
         the center of the screen, a walker below, and a hovercraft above,
         use the Flash to get rid of all of them. Next comes the section of
         this level in which there are a line of pods along the floor and a
         bunch of little flying enemies show up at the same time. Preceding
         this area is a walker that carries a Hedgehog Gunpod. It's there
         for a reason. HCW. By positioning yourself in the middle of the
         screen and frantically shooting Hedgehogs downward, you just might
         be able to get through this area unscathed. It won't be easy, as
         you'll have to keep track of the flying enemies, the pods, and
         their innumerable fire in your peripheral vision. Later, you can
         get the twelfth Secret Bonus by shooting the large red hovering
         craft that appears in the foreground.
         Endboss: SPKB-07 Ausf D Dürer. You have been accumulating Cannon
         ammo since level three. Now is the time to use it again. The most
         important thing is to get rid of his Vulcan arm as quickly as
         possible. He should lose his Cannon arm pretty easily. Once both
         arms are destroyed, go for the head. Try go get close for rapid
         fire. His next attacks are randomized, but they're easy to avoid.
         He may charge. He may launch missiles from his rear. He may
         disperse yellow lasers. He may launch a missile from his foot. He
         may spray little blue lasers. He may materialize four pods that
         spray bullets. Whatever the attack, they all come with a warning,
         so position yourself in a safe spot, preferably in front of his
         head. An interesting tactic involves destroying the mech's bodily
         components in a series of rapid explosions. After each piece is
         destroyed, he'll reel back momentarily, and his attacks get
         canceled. The endboss won't be able to attack for a few seconds. It
         is a very useful tactic that only applies to this boss, but if
         successful, is thrilling to behold and makes the endboss look like
         a wimp.
         Boss Repulse Time: 26 seconds.
         16. As with most shooters, Einhander does not have a "health bar"
             to indicate the degree of damage that has been incurred to your
             ship. This is the kind of shooter in which one shot kills you.
             While enemy attacks cause instantaneous destruction to the
             ship, grazing walls or the ground won't have the same effect.
             Touching surfaces will automatically cause the ship to be
             repelled. But if you intentionally grind the ship into the
             surface, damage will incur and the ship will eventually be
             destroyed. The spinning discs released by the midboss is the
             only attack that will not destroy the ship instantly.
         Level 6 - Stratagem Spacecraft                                      2-06
         HCW. Solid Rocket Boosters. When in their downward position, the
         Gunpods will prevent you from colliding into the booster rockets.
         First unload all Hedgehog ammo onto the booster rocket. _CW. When
         your Hedgehogs are depleted, resort to Wasps. If those annoying
         planes are bugging you from behind, quickly swoop below them to
         pick them off with homing Wasps. Don't fly up because you're likely
         to run into the planes themselves. Once the first rocket is
         destroyed, swoop down to the next one, which is harder to destroy
         because you'll have to deal with additional defenses. Three tubes
         will emerge from between the two solid rocket boosters and will
         dispense numerous mines, large rockets, or small planes. Destroying
         three of the tubes will award the thirteenth Secret Bonus. It's
         usually faster to get this Secret Bonus than the other one, in which
         you have to destroy a small red plane that gets dispensed. You MUST
         pick up a Grenade Gunpod and save it for later. GCW. Don't worry--a
         plane will eventually come in carrying one, but only after you have
         destroyed the first booster rocket. As soon as you get the Grenade
         Gunpod and the Secret Bonus, resume shooting the second booster
         rocket with Wasps.
         Endboss: SS-01 Schwarzgeist (Black Ghost). Pick up the free Cannon
         and Wasp Gunpod. If you have Grenades, this endboss is incredibly
         easy; if not, it's a nightmare. Reduce your speed to level one and
         get as close as possible. Be careful not to damage the Gunpod in
         such close quarters. Assuming you have Grenades, quickly shoot them
         at the boss's midsection. You have thirty rounds but you'll only
         need about fifteen. As you unleash a series of Grenades, the
         endboss may begin its yellow laser spread attack. Don't worry about
         that; just stay put. Have faith that the endboss will be destroyed
         shortly, and that the yellow lasers will be cancelled. The whole
         ordeal only took four seconds! It's that easy. Before the level
         ends and the screen fades to black, increase speed to level three,
         jettison all Grenade ammo and prepare the Cannon Gunpod in its
         downward position. _CW.
         Boss Repulse Time: 4 seconds.
         Level 7 - Hyperion                                                  2-07
         _CW. As soon as you're in control, shoot the closest plane right in
         its head using the Cannon. They should go down in one shot. These
         fighter planes will come in pairs, one after the other, so don't
         pick up their Gunpods until it's safe. The fourteenth, fifteenth,
         and sixteenth Secret Bonus is awarded for every red plane you shoot
         down. If you're lucky, you'll shoot down one that carries a Juno
         Gunpod, allowing you to blindly pick it up and fill the empty
         Gunpod slot. JCW. If the planes are too intimidating, simply
         maintain movement going straight up or down. However, this area
         provides an excellent opportunity to accumulate ammo.
         The Hyperion UCS Mk X II mech is very predictable. It only has a
         few attacks, but it requires some quick maneuvering, so immediately
         maximize your speed. Once again its weak spot is its head, but due
         to its attacks, you may not be able to get a direct shot. It's best
         to fire off Wasps as quickly as possible, because they conveniently
         target its head. If you feel like a hotshot, you can try to pound
         it with Cannon rounds, which can be fun, as well. Once it releases
         the numerous little pods, just stay still and allow them to run
         into your fire. They'll soon stop moving to shoot you with their
         yellow lasers. They all target your current position, so just move
         a short distance up or down to dodge them. After all the pods have
         been destroyed, immediately move down the screen quickly because
         Hyperion will often shoot a devastating white blast at you from a
         distance. Its most deadly attacks are its two types of homing 
         missiles. If he releases the large blue homing missiles, just move
         a little out of their way and allow them to pass. They aren't very
         maneuverable so they'll take quite some time to get turned around.
         Avoiding the smaller red homing missiles is a little bit trickier.
         Try to fly in the shape of a big "C" throughout the limits of the
         screen (lower right, lower left, upper left, upper right). As long
         as you keep moving, they won't be able to hit you. Now, the biggest
         problem you'll have is when Hyperion simultaneously releases both
         the blue and red homing missiles. It's best to dodge these the same
         way you'd dodge the red missiles and hope that you won't run into
         any stray blue missiles.
         Boss Repulse Time: 1 min 50 seconds (Cannon).
                            1 min 09 seconds (Wasp).
         Revision History                                                    3-01
         3:  Removed a previous section on differences with the Japanese
             version because I finally got a hold of the U/C version.
             Simplified the strategy to rely on a Hedgehog, Cannon, and Wasp
             configuration for most of the game. Changed the focus of the
             walkthrough from "getting the Selene" to "getting sixteen
             Secret Bonuses and play the whole game without dying". Added
             Game Structure. Added Revision History. Adjusted formatting to
             match my G-Police guide.
         2:  Improved formatting. Added notes on the differences between the
             American and Japanese versions. Modified strategy slightly.
         1:  Initial publication. This is my first strategy guide!
         Acknowledgements                                                    3-02
         In writing this strategy guide, I consulted other sources for help.
         Their Einhander guides are located at GameFAQs.com:
         Zach Keene's Einhander FAQ
         -   Translated names of the bosses and the bonus fighters.
         Triple Lei's US/Japan Changes FAQ
         -   Changes to the amount of ammo received per Gunpod.
         -   The manipulator changes position faster in the US version.
         Copyright & Terms of Use                                            3-03
         İ 2004 Khoa Vuong. This document is intended for personal use only.
         It may be distributed only in its entirety and via a non-commercial
         medium. Any misappropriation is forbidden under copyright law.
         Einhander is a trademark of Square Co., Ltd.

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