FAQ/Walkthrough by khoavuong

Version: 2 | Updated: 08/11/02 | Printable Version

    version     two
    date        August 11, 2002
    author      Khoa Vuong
    email       khoavuong@hotmail.com
    html        http://www.geocities.com/khoavuong/einhand.htm
    text        http://www.geocities.com/khoavuong/einhand.txt

    Game info:
    developer   Square
    publisher   Square
    platform    PlayStation

   | | |                    Title                     Section
                            Introduction                 x-xx
     /                      General Advice               1-00
    ŻŻŻ                         Fighters                 1-01
    ___                         Controls                 1-02
     ]                          Gunpods                  1-03
    ŻŻŻ                         Attacks                  1-04
    ] >:                    Walkthrough                  2-00
    ŻŻ                          Level 1                  2-01
    ___                         Level 2                  2-02
     /                          Level 3                  2-03
    ŻŻŻ                         Level 4                  2-04
    ___                         Level 5                  2-05
    \_/                         Level 6                  2-06
                                Level 7                  2-07
    |||                     Miscellaneous                3-00
                                JP / US                  3-01
    ___                         Acknowledgements         3-02
    /\/                         Copyright                3-03

INTRODUCTION                                                             x-xx
    The following is a documentation of the strategy I use to play
    Einhander. Ideally, it'll help you in attaining the second secret
    fighter, [1] the Selene. I think my methods are effective because I
    can sometimes beat the game on the hard difficulty without dying at
    all. But understand that while this is basically a walkthrough, it
    still won't be easy. Just because you know what to do, that doesn't
    necessarily mean it'll happen.

    Separated into three 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. [2] Second, I'll spell out every step required
    in order to have a perfect game in which you never get hit. This
    section is recommended for those who are comfortable with the
    difficulty, but die frequently, and therefore are unable to get the
    Selene. The third section contains obligatory information unrelated
    to the strategy.

    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 anyone else in the world, 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 5, 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. There are two bonus fighters, allowing for a total of five
        playable fighters. The first, called the Schabe, according to
        Zach Keene as noted in his excellent FAQ, is awarded by getting
        at least 15 level bonuses in a game (it is not necessary to beat
        the game). 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
        reward any work after continuing.

     2. Most shooters (Raiden, Twin Cobra, & many others) only utilize
        two buttons: fire and bomb. Einhander's control system is more
        versatile (or complicated, depending on how you look at it),
        allowing for speed adjustment and weapon selection, but no
        "super bomb". Quick reflexes and good strategy are important to
        success, rather than an instant escape mechanism.

GENERAL ADVICE                                                           1-00
    Choose the right 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 two other 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, you don't want
    to waste Grenade rounds on small enemies, and you don't want to be
    stuck with the Riot in a swarm. The Endymion Mk II allows you to
    equip Gunpods effective against enemies of all sizes.

    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 is
    possible to collect over 1000 rounds of Wasp ammo, and several
    hundred rounds of Cannon ammo. 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 up or down 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 normal gun. 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.

        Square   Arm 1 (fire normal gun)
        X        Arm 2 (fire Gunpod)
        R1       move manipulator
        R2       speed up
        L2       speed down
        Circle   Gunpod Select (right)
        L1       Gunpod Select (left)

    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 right 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 normal 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 normal 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 phallic shape enables
        it to be used as a shield. Cringe. Appears only twice: level 3
        and level 5 midboss (see footnote 9).

    Grenade is my favorite weapon because it's 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, it's 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 7.

    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 very deliberately and
        sparingly. Appears only three times: level 1 endboss, level 4
        submarine, and level 7.

    Wasp is the most versatile weapon in the game. Its two modes allow
        for homing capability and a slower, more powerful standard
        attack. This is the only Gunpod that I keep with me at all
        times. 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 to begin with. 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. When I play, this is
        my companion for a large portion of the game. 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. Appears frequently
        in every level.

    Hedgehog is a deceptively effective weapon. It looks pretty lame,
        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. Only problem is that
        it only fires vertically and doesn't get very far. 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. Appears seldomly in levels 2 through 6.

    Spreader is for those who just can't aim the normal 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 near the end of the game. Appears seldomly in every

    Riot is very nice until you have to use it on demand. Once fully
        charged it discharges a large electrical blast that goes through
        the 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.

    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 normal gun on the Endymion, so
        having the Vulcan equipped is rather 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 normal 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.

    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. I'd say that this is 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.

    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 3 to 6.

    Mosquito is very strange in that you can control its path. Sounds
        good? Not at all. Try keeping track of the path of each Mosquito
        missile and you won't be able 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 smack 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 go to waste. Don't even
        consider picking up this thing. Good thing it's extremely rare.
        Appears only twice: in level 3 and its second levelbonus (see
        footnote 15).

     6. The Mosquito and Python gunpods are extremely powerful, perhaps
        the equivalent of a 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 it's 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 normal gun.
    Whenever possible and convenient, try to get as close as possible to
    a large enemy. The normal gun's rate of fire will be significantly
    greater than shooting from a distance. This tactic applies to the
    Grenade and Spreader Gunpods as well.

    Except for the small individual bullets, enemy fire will be preceded
    by a hint that it's about to happen. Typically, you'll be able to
    see the signs of a devastating attack before it is unleashed. 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

    In conclusion, here is the most important and 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 endboss 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 way out. 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 its 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.

WALKTHROUGH                                                              2-00
    When I state to use a certain Gunpod at a certain time, assume it to
    be in conjunction with the normal gun. Never stop shooting the
    normal gun, unless otherwise stated.

    Level 1 - Metropolis                                                 2-01
    You start the game in the Endymion Mk II with 30 rounds of Flash
    [9] and with level 2 speed. Immediately increase speed to level 3.
    [10] With the normal gun, destroy the first wave of small ships
    (about 6) and the first train-like enemy. Pick up its released
    Vulcan gunpod. Your gunpod slots should read FV_. Shoot the next
    wave of ~20 ships using only the Vulcan to get a point bonus. [11]
    Pick up the Spreader gunpod from the train that follows and use it
    on the next wave of small ~15 ships. FVS. Replace the Vulcan with
    the Cannon from the next train. FCS. Replace the Spreader with the
    Wasp that comes shortly after. FCW. Hitting all the neon signs will
    yield the first level bonus. [12] Increase speed to level 4 (top
    speed) and move up and down the limits of the screen. Once you
    destroy all the neon signs, reduce to level 3 speed for the next
    wave of small ships and trains. Fire 3 Cannon shots for each train
    and use the normal gun for the small enemies. Destroying all trains
    will yield the second level bonus.

    Midboss: SPJ-15 Greif (Griffin). Destroy it's lower section with the
    Flash to get the third level bonus. The midboss aligns itself to
    your position, so that its head is aligned with your ship, so don't
    shoot the normal gun for the time being. The Flash, in its lower
    position conveniently points downward directly at the midboss'
    saucer section. It should take only 5 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 keep from 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
    him off. As it falls down, it'll make a last ditch effort to shoot
    you twice with its spreader.

    Destroying the midboss' bottom section will cause your fighter to
    take a detour to what appears to be the remains of a former
    civilization. Use the Wasp for the descent underground. As you go
    down, 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, use the Cannon as before. Use 4
    homing Wasp missiles on the 4 small enemies in the tunnel before the
    level boss.

    Endboss: SPKB-03 Drache (Dragon). Immediately get as close as
    possible and fire the Wasp in the down position as quickly as you
    can. Aim for the point in which its arm meets its main body. It kind
    of 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 100 Wasps. You should have about 200

     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 3, 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 anglers, 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 5, when you fight the midboss. Knock him down
        three times by destroying his body parts and a level 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 restart on the hard difficulty, Flash in hand.

    10. Every playable ship has four degrees of speed. Level 1 is
        slowest, whereas Level 4 is fastest. 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 normal
        gun. If the point meter goes beyond 16x (indicating that the
        next enemy shot down will yield sixteen times it's 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 3 hidden level bonuses acquired by performing
        a certain task. Each yields an instant 100,000 points. While
        level bonuses and point bonuses both add to the score, getting
        15 level bonuses awards the Schabe fighter.

    Level 2 - Armored Trains                                             2-02
    FCW. Start out with the Wasp equipped to nail all the little pods.
    Once you reach the section of the train in which there are 4 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 room. Pick up every Cannon and Wasp, and ignore the Vulcan.
    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. If you destroy about eight turrets, a level bonus will be

    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 piston section is
    just like 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

    Midboss: SKP-04 Garnele (Shrimp). Pretty simple. Position yourself
    so that the Flash, in it's lower position, is pointed at the
    midboss's head. As soon as the German voice starts, [13] shoot it
    exactly 6 times; no more, no less. If it's still alive, use a few
    Wasps. Remember that it will shoot 3 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 19 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
    flame-thrower fires, quickly fly up and quickly shoot it with the
    Cannon. There should be enough time to destroy its armor, exposing a
    Hedgehog Gunpod, but don't attempt to pick it up because it's not
    ready yet. Instead, move down to line up with the endboss' 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 should die with a satisfying groan.

    13. When fighting against most of the bosses and midbosses, you will
        not be able to cause damage right away. Shoot the normal 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

    Level 3 - Supply Tunnels                                             2-03
    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. 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. They only require two Cannon
    shots each. Pick up any Gunpods that are already in reserve.

    Midboss: SPKB-08 Gecko. Start out with the Cannon and shoot its twin
    laser turrets as quickly as possible. Once the turret is destroyed
    it will move around a lot, so try to avoid a collision. Once it
    settles down, pummel 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. If you take out enough of them (about 5), a
    level bonus will be awarded. A good strategy is first to destroy as
    many trucks as possible in order to get the level 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 you have to.

    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 little  critters will drop. If you rapidly shoot them with
    your Wasps, a level bonus will eventually be awarded. The heavily
    armored snail-like enemies will return, but I've already discussed
    how to deal with them. Once they're gone, the screen will scroll
    horizontally again. An arm sticking out of the floor holds a Grenade
    Gunpod. Replace your Cannon reserves with the Grenade. HGW. More
    arms sticking out will appear, so you'll have opportunities to pick
    up a Wasp, Hedgehog, and Grenade.

    Endboss: PR-01 Gustav. At this point you should have at least 50
    rounds of Hedgehog. Use them on the endboss by hovering above its
    head. Hedgehogs not only repeatedly hit their target, but they will
    stop the spinning disks. So the only thing you have to watch out for
    is the little wall-clinging suckers. 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.

    Level 4 - Subterranean Warehouse                                     2-04
    Aren't you glad you stocked up on Wasps? Shoot off a constant stream
    of 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.
    There's no need to conserve Hedgehogs, so release those Hedgehogs
    quickly because the control tower will try to escape. If successful,
    the submarine won't get a chance to attack and a level bonus will be
    awarded, along with a Juno Gunpod. Replace your Hedgehogs with the
    Juno. JGW.

    Midboss: EU-46 Salamander. Pull out that Juno and shoot the
    Midboss's head and only its head. Do not point the Juno downward
    from above. Stay in the water and shoot the Juno straight ahead.
    Quickly move to the upper left corner of the screen when he throws
    his mines into the water. Avoid shooting the small area on his back,
    near his head, or else he will attack from above water, when it's
    considerably tougher. But he'll eventually come out of the water if
    you blow apart its head armor and do some damage to his green
    critical area. When that happens, continue to aim for its green
    colored head. You'll know you're doing damage when you hear "pangs".
    [14] Once it's dead, you should have about 50 Juno rounds left. Use
    them all so that you will have a free Gunpod space. 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 above.

    When you come up out of the watery area the first thing you should
    do is reduce speed to level 2 because you'll have to maneuver
    through tight areas. First pick up a Spreader Gunpod (SGW) 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 Grenades, if available, and take the lowest route possible. The
    second level bonus is awarded by destroying the mech that slides on
    its back. As soon as it appears, quickly destroy the mech using
    Grenades. [15] The third level 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, it's engine will explode, causing it to fall into the grates
    below, and subsequently destroying the grates as well. While the
    lengthy explosion sequence plays out as you travel up through the
    nuclear missile silo, dispose of all your Spreader ammo so that the
    Gunpod will jettison, leaving an open slot. _GW.

    Endboss: SPKB-04 Sturmvogul (Stormbird). As the endboss falls from
    the sky, get as close as possible to its head and rapidly fire all
    your Grenades 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, and it will retreat out of the screen. A robot
    piloting a ship will show up carrying two Gunpods, usually including
    either a Grenade or a Wasp, along with a second Gunpod. The endboss
    should die as soon as it comes back into the screen again. All this
    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 many Grenades
    I throw at it. I think the game has rigged it this way. You should
    have at least 25 Grenades remaining.

    14. It'll sound as if you were banging on metal pots. This sound
        indicates damage to the boss' 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 target is very important
        for crowd control and ammo conservation.

    15. There is actually a way to get a 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 Spreader, Grenade, and Wasp Gunpods. The Spreader
        can destroy the gun, but you'd have to get very, very close to
        the mech. Wasps are dependable for numerous targets, but not
        just one, so it is likely to hit the mech as well. While the
        idea of using Grenades to get more Grenades sounds inefficient,
        you do get a net increase in ammo. However, the Grenades'
        downward arc makes aiming difficult, and there are other enemies
        that must be dealt with at the same time. So if you're an expert
        looking for something to test your skills, go ahead and try
        getting the Grenade Gunpod. Otherwise, it's probably not worth
        the risk. 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
    The first couple of Gunpods you'll encounter is a Wasp and a
    Hedgehog. Pick up both. HGW. When the large, flying ship that shoots
    missiles comes, shoot it from above using the Hedgehog or Grenade.
    The Hedgehog's vertical attack and the Grenade's downward arch
    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. Either they will explode into a dozen pieces or into 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 level 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 and
    Grenade, just increase their 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 2
    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 him. 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 disks. 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 Grenades 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 3 times, a crate holding a Flash Gunpod will fall. If
    you still have some Hedgehogs, replace them with the Flash. Don't
    finish him off until you get the Flash. FGW. So remember the hit
    list: missile launcher, hand, other hand, head armor.

    Obviously, the remaining areas of level 5 are tough. Equip the Wasp
    as your default weapon, because you'll be swarmed. Try to eliminate
    the spinning pods using a few Grenades 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. FHW.
    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. Use up all your Hedgehogs and pick up the Grenade
    in the next area, in which you can get a level bonus by shooting the
    large red hovering craft before it goes off the screen. FGW.

    Endboss: SPKB-07 Ausf D Duerer. The most important thing is to get
    rid of his Vulcan arm as quickly as possible. He should lose his
    Cannon arm pretty easily. Use up the Grenades first, then the Flash.
    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 4 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 using a powerful Gunpod, most likely
    the Grenade, to destroy 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. Potentially, 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.

    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 disks released by the midboss is the
        only attack that will not destroy the ship instantly.

    Level 6 - Stratagem Spacecraft                                       2-06
    Solid Rocket Boosters. At this point all you have is a bunch of
    Wasps, but you'll get the chance to get other Gunpods before you
    blow up the booster rockets. If you have the room, get any Gunpod
    you can and deliver its firepower to the rockets as quickly as
    possible. Wasps are great, especially in its down position, since
    it'll prevent you from colliding into the booster rocket itself. The
    Spreader is pretty good when used up close, as it is surprisingly
    strong. Cannons are okay but there isn't much benefit from shooting
    up close. Vulcans will work if there's nothing else available. Avoid
    the Blade at all costs. It may seem effective against the booster
    rockets, but it doesn't do much in the way of protecting your
    fighter against the Stratagem Spacecraft's defenses. If you have no
    weapons available, position the manipulator (the ship's "hand") in
    its down position to act as a barrier to prevent a collision with
    the booster rocket. [17] If those annoying planes are bugging you
    from behind, quickly swoop below them and position yourself behind
    them to pick them off. 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. You MUST pick up a
    Grenade Gunpod and save it for later. Don't worry, a plane will
    eventually come in carrying one, but only after you destroy the
    first booster rocket.

    Endboss: SS-01 Schwarzgeist (Black Ghost). Pick up the free Cannon
    and Wasp Gunpod. GCW (not necessarily in that order). If you have
    Grenades, this endboss is incredibly easy. If not, it's a nightmare.
    Reduce your speed to level 2 and get as close as possible. Be
    careful to not damage the Gunpod in such close quarters. Assuming
    you have Grenades, quickly shoot them off at the boss' midsection.
    You have 30 rounds and that is exactly how many you'll need. As you
    unleash a series of Grenades, the endboss will begin it's yellow
    laser spread attack. Don't worry about that; just stay put. Have
    faith that the endboss will be destroyed the moment you run out of
    ammo, and that the yellow lasers will be cancelled. The whole ordeal
    only took five seconds! It's that easy. _CW. Before the level ends
    and the screen fades to black, ready the Cannon Gunpod in its down

    17. The ship's manipulator is indestructible, so it can block
        bullets and absorb damage indefinitely. However, it is quite
        small, so it is unwise to depend on it as a shield.

    Level 7 - Hyperion                                                   2-07
    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. A levelbonus is awarded for
    every red plane you shoot down. If you're lucky, you'll shoot down
    one that carries a Juno Gunpod. If the planes are too intimidating,
    simply maintain movement going straight up or down.

    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 it's weak spot is its head, but due
    to it's 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 pummel
    him 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 their lasers. Immediately after all the
    pods have been destroyed, move down the screen quickly because
    Hyperion will often shoot a devastating white blast at you from the
    distance. It's 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.

MISCELLANEOUS                                                            3-00
    Japanese / American version differences                              3-01
    My version of the game is a Japanese import. While there are only
    minor changes made to the domestic release, none of them really
    affect the strategy written here. Essentially, I should be able to
    play the US version and get the same results. There are only a
    couple changes to the gameplay to be concerned about. One is the
    amount of ammo received per Gunpod. According to Triple Lei, author
    of the Einhander: Changes FAQ, Square only adjusted the Mk II's
    ammo count for the Vulcan, Cannon, and Wasp as follows:

                 Japanese    American
        Vulcan   400         500
        Cannon   30          15
        Wasp     50          30

    Since the Mk II is the ideal fighter, ammo isn't a problem with the
    Cannon and Wasp because they are littered throughout the game and
    you can easily accumulate those Gunpods. So despite the reduction in
    ammo per Gunpod, you will not run out of Cannon or Wasp ammo if you
    use the strategy illustrated here. Bottom line: this strategy guide
    can be used for both Japanese and American versions of Einhander.
    Notice how they have increased the Vulcan ammo, presumably because
    they too realized the Vulcan sucks.

    Another interesting change to the gameplay is the speed at which the
    Manipulator changes position as it moves up and down. The Japanese
    version has it moving quite a bit more slowly than the American
    version, requiring a bit more forethought.

    Acknowledgements                                                     3-02
    In writing this strategy guide, I consulted other resources for
    help. Those individuals, their emails, and the location of their
    resources are listed below, in no particular order:

    Zach Keene
        Names of the bosses and the Schabe fighter.
        Get his Einhander FAQ:

    Triple Lei
        Differences between the Japanese and American versions.
        Get his/her Einhander: Changes FAQ:

    Copyright & Terms of use                                             3-03
    İ 2002 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 strictly forbidden under copyright

    Einhander is a trademark of Square Co., Ltd.