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EINHANDER STRATEGY GUIDE by Khoa Vuong
v1.0 Aug. 9, 2000 khoavuong@hotmail.com
for PlayStation console
html: http://www.geocities.com/Tokyo/5200/einhand.htm
text: http://www.geocities.com/Tokyo/5200/einhand.txt
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Table of Contents:
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Introduction
I. General Advice
a. Fighters
b. Controls
c. Gunpods
d. Attacks
II. Walkthrough
a. Level 1
b. Level 2
c. Level 3
d. Level 4
e. Level 5
f. Level 6
g. Level 7
III. Miscellaneous
a. JP / US
b. Acknowledgements
c. Copyright
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INTRODUCTION
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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.
-----
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 you continue.
2. The typical shooter only utilizes two buttons: fire and bomb.
Einhander's control system is more complicated, 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.
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I. GENERAL ADVICE
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a. Choose the right fighter
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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 a third 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. 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. 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. The Gunpod will
be destroyed when further damage is incurred.
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b. Configure controls
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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 pinky 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)
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c. Choose the right gunpods
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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 a spare Gunpod slot. (7) 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.
- 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.
- 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 it may
mean a lot of wasted ammo. Use it very deliberately and sparingly.
- 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.
- Cannon is the typical big gun. Its slow rate of fire is compensated by
its per shot power. 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 since it can be found all over the place,
the low ammo count shouldn't be a problem. Additionally, 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.
- 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 defintely 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.
- 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.
- Riot is very nice until you have to depend on it. Once fully charged it
discharges a large electrical blast that goes through the armor to
damage the enemy's core, sometimes causing instant destruction.
Unfortunately the blast has a limited range and it is slow to
charge. Ever notice how big it is? It acts well as a shield.
- 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.
- Python spreads a series of grenade-like pods connected together. It's a
very unusual weapon. 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.
- 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.
- 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.
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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.
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d. Anticipate attacks
--------------------------------------------------
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 stop moving right before he
shoots, allowing you to move out of his range of fire. If both of his
guns are destroyed, he'll pull out one big-ass cannon. Every shot
released from his cannon is preceded by the glowing of its barrel, as
well as a big sucking sound, indicating that it's being charged.
-----
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. back
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II. WALKTHROUGH
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a. Level 1 - Metropolis
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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.
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 - Greif. Destroy it's lower section with the Flash to get the
third level bonus. 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.
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 hits. 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.
Levelboss - Drache. 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. It should take about 100 Wasps. You should
have about 200 remaining.
-----
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 coarse 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.
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. back
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.
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b. Level 2 - Armored Trains
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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 awarded.
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 playfield.
Midboss - Garnele. 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.
Levelboss - Spinne. If all goes according to plan, you should have 19
shots of Flash remaining. Use them all on the head of the levelboss.
Once the Flash is spent, the head armor should be blown apart. Switch
to Cannon and start shooting the upper arm that carries a Hedgehog,
which may be tricky to obtain, but makes the next level much easier.
Use it's flame as a cue to take action. When the flamethrower fires,
swoop down. When it fires again, swoop up to hit the upper arm. As
soon as the upper arm is destroyed, and the Hedgehog is available,
quickly pick it up, and then finally shoot the head with the weapon
of your choice. HCW. Remember that you may safely fly through the
center of the trio of blue rings it spews. If there's room, position
yourself above the head and blast it with about 15 rounds of your
recently acquired Hedgehog. The levelboss 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 ammo.
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c. Level 3 - Supply Tunnels
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This is where you'll be glad you picked up the Hedgehog from the last
levelboss. 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 - 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 levelboss
itself. The Midboss will shoot a homing laser as well as multiple
green lasers. They're pretty 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 out of reach of the
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.
Levelboss - Gustav. At this point you should have at least 50 rounds of
Hedgehog. Use them on the Levelboss 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 Levelboss will
release three slow, small, exploding, homing pods from its back. When
that happens, you may quickly move behind the Levelboss so that the
pods hit the Levelboss in an attempt to get to you; which is very
gratifying, especially when they manage to finish him off.
--------------------------------------------------
d. Level 4 - Watery Warehouse
--------------------------------------------------
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,
a level bonus will be awarded, along with a Juno Gunpod. Replace your
Hedgehogs with the Juno. JGW.
Midboss - 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.
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. 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,
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 Speader ammo so that the
Gunpod will jettison, leaving an open slot. _GW.
Levelboss - Sturmvogul. As the levelboss 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 Levelboss 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 Levelboss
before it retreats, no matter how many Grenades I throw at it. I
think the game has rigged it this way. You should have about 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
Mosquitos that shoot up from its back. The only way to get that
Grenade Gunpod is to destroy the big gun the mech carries. 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. Even if there's a way to purposely
get the Mosquito Gunpod, it wouldn't be worth the effort.
--------------------------------------------------
e. Level 5 - Aerialport
--------------------------------------------------
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 - 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, expecially 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.
Levelboss - 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, preferrably 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 levelboss 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
levelboss look like a whimp.
-----
16. 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 offensive 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.
--------------------------------------------------
f. Level 6 - Strategen Spacecraft
--------------------------------------------------
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 suprisingly 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
Strategen 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.
Levelboss - Schwarzgeist. Pick up the free Cannon and Wasp Gunpod. GCW
(not necessarily in that order). If you have Grenades, this levelboss
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 levelboss will begin it's yellow laser spread attack. Don't worry
about that; just stay put. Have faith that the levelboss will be
destroyed the moment you run out of ammo, and that the yellow lasers
will be cancelled. It's that easy. _CW. Before the level ends and the
screen fades to black, ready the Cannon Gunpod in its down position.
-----
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.
--------------------------------------------------
g. Level 7 - Hyperion
--------------------------------------------------
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 mech is very predictable. It only has a few attacks, but it
requires some fast 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.
_____________________________________________________________________________
III. MISCELLANEOUS
--------------------------------------------------
a. Japanese / American version differences
--------------------------------------------------
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.
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.
--------------------------------------------------
b. Acknowledgements
--------------------------------------------------
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 Scabe fighter.
Get his Einhander FAQ at ftp://members.aol.com/fnlfanatic/arcanelore/
Triple Lei
Differences between the Japanese and American versions.
Get his/her Einhander: Changes FAQ at http://members.xoom.com/kaosu15
--------------------------------------------------
c. Copyright & Terms of use
--------------------------------------------------
This document is © 1999, 2000 Khoa Vuong. It may be reproduced,
distributed, and printed, but may not be altered. While I can't imagine
this being used for profit, in the off chance that it can, I am here to
say: This document may not be used for profit. So there.
Einhander is a trademark of Square Co., Ltd.