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    FAQ/Walkthrough by khoavuong

    Version: 2 | Updated: 08/11/02 | Search Guide | Bookmark Guide

        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
        ¯¯¯                         Fighters                 1-01
        ___                         Controls                 1-02
         ]                          Gunpods                  1-03
        ¯¯¯                         Attacks                  1-04
        ] >:                    Walkthrough                  2-00
        ¯¯                          Level 1                  2-01
        ___                         Level 2                  2-02
         /                          Level 3                  2-03
        ¯¯¯                         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
        © 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.

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