EINHANDER STRATEGY GUIDE
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    version     three
    date        September 12, 2004
    author      Khoa Vuong
    e-mail      [email protected]
    homepage    http://www.geocities.com/khoavuong/home.htm

    Game info:
    developer   Squaresoft
    publisher   Square
    platform    PlayStation
    release     May 1998



TABLE OF CONTENTS
=============================================================================
    ___
   | | |                     Title                              Section
                             ------------------------------------------
    ___
                             Introduction                          x-xx
    ___
     /                       General Advice
    ¯¯¯                           Choose the Best Fighter          1-01
    ___                           Configure Controls               1-02
     ]                            Choose the Best Gunpods          1-03
    ¯¯¯                           Anticipate Attacks               1-04
    __                            Game Structure                   1-05
    ] >:
    ¯¯                       Walkthrough
    ___                           Level 1 - Imperial Capital       2-01
     /                            Level 2 - Armored Trains         2-02
    ¯¯¯                           Level 3 - Supply Tunnels         2-03
    ___                           Level 4 - Subterranean Base      2-04
    \_/                           Level 5 - Aerialport             2-05
                                  Level 6 - Stratagem Spacecraft   2-06
     _                            Level 7 - Hyperion               2-07
    |||
                             Miscellaneous
    ___                           Version History                  3-01
    /\/                           Acknowledgements                 3-02
                                  Copyright & Terms of Use         3-03




INTRODUCTION                                                             x-xx
=============================================================================
    The following is a documentation of the strategies I use to play
    Einhander. Separated into two parts, this guide will first give
    general hints of gameplay. This section is for those who are
    starting out and are being overwhelmed with the game, which is
    quite different from the traditional shooter. [1] Second, I'll
    describe every step required in order to play a perfect game in
    which you never get hit and at the same time acquire sixteen Secret
    Bonuses. This strategy will allow you to obtain the two bonus
    fighters, the Schabe and Selene. [2] Indeed, it is easy to simply
    finish the game, and only relatively difficult to attain the
    Selene, but a flawless victory will test your mettle.

    This is my first strategy guide, so I've tried to establish as much
    depth as possible by writing in detail about the strategy and the
    many aspects of the game. As a seemingly simple shooter, Einhander
    is surprisingly deep. While Square doesn't really need more
    recognition, the ingenuity employed in this fantastic first attempt
    at a shooter should be acknowledged. Granted, I've probably logged
    more hours on this game than the vast majority of players, so I'd
    appreciate the game more than most people. In fact, as of this
    writing, I still sometimes play through it for kicks. As I said
    before, sometimes I can beat it without dying, but in no way is it
    a guaranteed occurrence. For me, Einhander has a perfect difficulty
    level. Whenever I get towards the end of level five, still on my
    first life, I get nervous from a sense of imminent doom. I'll
    usually die eventually, but when I manage to get through the whole
    game unscathed, the feeling of accomplishment is thrilling!

    -----
     1. Einhander has a relatively high learning curve compared to
        other shooters. In order to improve, you'll have to be
        proficient with the controls, memorize enemy patterns, learn
        the Gunpods' characteristics, and find the best combination of
        Gunpods that will propel you through the entire game.

     2. There are a total of five playable ships, including two bonus
        fighters known only as Unknown Fighter Type I and II. The first
        --called the Schabe, according to Zach Keene as noted in his
        excellent FAQ--is awarded by getting at least fifteen Secret
        Bonuses in a game (it is not necessary to beat the game,
        however). The second fighter, called the Selene, is awarded by
        beating the game on the hard difficulty using no more than two
        continues. But why settle for using up two continues? Try to do
        it without continuing at all. It's great to be able to set new
        challenges. As an incentive for not using any continues, you'll
        get a good evaluation and high score, since the game doesn't
        acknowledge any work after continuing.




GENERAL ADVICE
=============================================================================
    Choose the Best Fighter                                             1-01
    -------------------------------------------------------------------
    I recommend using the Endymion Mk II exclusively, rather than the
    Endymion Mk III [3] or the Astrea Mk I. [4] While it can only use
    one Gunpod at a time and has a single-shot machine gun, it allows
    you to reserve up to three Gunpods. This configuration allows you
    to use the best Gunpod out of three for any particular situation.
    You don't want to be facing a level boss with a Vulcan, waste
    Grenade rounds on small enemies, or be stuck with the Riot in a
    swarm. The Mk II allows for Gunpod combinations effective in all
    situations.

    Since only one Gunpod is used at a time, it is possible to stock up
    on Gunpods collected along the way and protect them from damage
    when not in use. [5] Despite the fact that a Gunpod yields only
    two-thirds of the ammo compared to the two other fighters, it's
    possible to reserve over five hundred rounds of Wasp ammo and over
    two hundred rounds of Cannon ammo during the course of a single
    game. There's no way that could happen with the other fighters.

    -----
     3. The Endymion Mk III is recommended for beginners. If you must,
        practice with this fighter and learn the various Gunpods'
        characteristics. This is how I started playing the game, but
        later realized that the Mk III is an inferior craft. Once
        comfortable with the Mk III, step up to the Mk II.

     4. The Astrea Mk I is perhaps the most difficult to use. While the
        power of two simultaneous Gunpods sounds good, keeping track of
        the direction of fire of each Gunpod is very distracting.
        You're likely to concentrate on where you're shooting, but be
        unaware of the bullets coming at you. Also, when you pick up a
        Gunpod, you have to position yourself so that it attaches to
        the intended top or bottom position, and it's not always
        reliable. Having two Gunpods exposed makes your fighter quite
        large, so the levels in which you have to navigate tight
        corridors will be that much tougher. Remember that some
        Gunpods, such as the Grenade and Spreader, are only useful in
        one position, effectively limiting your Gunpod combinations.
        For example, forward shooting Grenades would not allow for
        homing Wasps. All things considered, the Astrea will give you
        more trouble than it's worth.

     5. Gunpods can block bullets. While Gunpods can protect you from
        fire, they do incur damage, although their performance isn't
        hindered. The Gunpod's label on the lower left corner will be
        green for minimal or no damage, yellow for moderate damage, and
        red for severe damage. The Gunpod itself will also flash red in
        this state and will be destroyed when further damage is
        incurred. While Gunpods can be a lifesaver, please do not
        become accustomed to "collecting" enemy fire. In any shooter,
        you should instinctively get out of the way of the trajectory
        of all incoming bullets.



    Configure Controls                                                  1-02
    -------------------------------------------------------------------
    Configure your buttons for ease of use. The following setup will
    allow you to change speed, swap Gunpods and change their positions,
    all the while constantly shooting your machine gun.

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

    Keep the tip of your right thumb on the square button and roll your
    thumb over the X button to shoot both guns at the same time, if
    necessary. The left thumb is for the directional pad. Place both
    index fingers on the shoulder buttons. The middle, ring, and pinkie
    fingers on each hand work with the palms to maintain grip on the
    PlayStation controller's handles. For the most part, circle and
    triangle will go unused.

    Notice that in this configuration, Gunpod swapping is controlled by
    a single button, L1, and moves the active Gunpod selection to the
    left. There is a purpose for this. Let's say during a game you are
    actively using a Cannon. The Gunpod labels on the bottom left of
    the screen might read C__. When another good Gunpod appears, such
    as the Grenade (CG_), you may pick it up, immediately revert back
    to the Cannon, and resume playing as before. In time, you can
    develop a rhythm for this and do it quickly out of reflex without
    looking at the labels.



    Choose the Best Gunpods                                             1-03
    -------------------------------------------------------------------
    Some weapons are better than others. In choosing the right Gunpods,
    try to pick up only the most powerful ones [6], and avoid the weak,
    yet versatile Gunpods, such as the Vulcan or Spreader. Pick up
    those only when you have an empty Gunpod slot. [7] Why do this?
    Because the machine gun is quite versatile on its own, even if it
    is a pea-shooter. Most levels contain small enemies that can be
    destroyed in one or a few shots of the machine gun. If you can
    dispatch enemies without using Gunpods, ammo is conserved. The
    following is a ranking of the Gunpods, best to worst:

    Flash is simply the best weapon in the game. Its concentrated beam
        can tear through everything and wastes no time doing so. But
        don't let it get out of control, because it doesn't last long.
        It is very important to be aware of exactly how many rounds are
        remaining because every shot is precious, so don't shoot unless
        it's something big. As a bonus, its large shape allows it to be
        used as a shield. Appears only twice: level three and level
        five midboss (see footnote 9).

    Grenade is fun to use. There's nothing quite like how a single
        Grenade gets lobbed into the air from out of its canister,
        glides gracefully in a perfect arc in absolute silence, and
        detonates in a large explosion that invariably leads to the
        destruction of the intended target. However fun, its arching
        path is somewhat difficult to aim, and doesn't span the whole
        screen, so you'll have to learn to be proficient with it. Also,
        there's not a whole lot of rounds for each Gunpod, so savor the
        moment. Appears seldomly in every level except seven.

    Juno is just like a Vulcan but it is oh so much more powerful. Its
        ammo depletes quickly, and only shows up in a few places, but
        it's a blast once you get it. However, the wobbling is annoying
        and causes a lot of wasted ammo. Use it deliberately and
        sparingly. Appears only three times: level one endboss, level
        four submarine, and level seven.

    Wasp is the most versatile weapon in the game. Its two modes allow
        for homing capability and a slower, more powerful standard
        attack. However, its moderate power is best used to eliminate
        the smaller enemies that attack in massive swarms. A minor
        problem arises when it loses some targets that are far away,
        but those targets should be harmless anyway. When I play, I
        never lose this Gunpod. Appears frequently in every level.

    Cannon is the typical Big Gun. Its slow rate of fire is compensated
        by its per-shot power. Since it is so common, the low ammo
        count shouldn't be a problem. It's best used for medium-sized
        enemies which can be destroyed in just a few hits. It'll rip
        through a whole line of small targets and each hit will stop a
        medium sized enemy in its tracks, causing it to reel back a bit
        due to the Cannon's stopping power. A fine weapon. This is
        another Gunpod I have with me at all times during gameplay.
        Appears frequently in every level.

    Hedgehog is a deceptively effective weapon. It looks pretty lame
        due to its short range, but the Hedgehog is not only powerful,
        but it lingers momentarily, so it can hit a single target
        numerous times over. A neat side effect is that once a large
        enemy is hit, it will seem to be stunned for a short time,
        unable to move or attack. This is a very important tip to
        remember. The Hedgehog's vertical attack is actually its best
        trait, allowing you to shoot enemies from beyond their attack
        angle. This is definitely a weapon for those who aren't afraid
        of getting up close and personal. If you don't mind getting
        dangerously close to an enemy, the Hedgehog is a very important
        part of your arsenal and one that I keep with me during most of
        the game. It's an excellent weapon to use against bosses and
        midbosses. Appears often in levels two through six.

    Spreader is for those who just can't aim the machine gun. It's an
        interesting weapon because it's very weak from a distance and
        yet very devastating in close quarters. This is because it is
        restricted to one shot per screen, so it can have both slow and
        rapid fire. Remember this tactic when facing the solid rocket
        boosters in level six. Appears seldomly in every level.

    Vulcan is littered throughout the game. That's probably its best
        trait. It has the highest ammo count, but it also goes through
        it like popcorn. Perhaps the main problem with the Vulcan is
        that it is too similar to the machine gun on the Endymion, so
        having the Vulcan equipped is redundant. The two will do about
        the same amount of damage, but the Vulcan has limited ammo. The
        rapid fire could possibly be an asset, but you should learn to
        use the machine gun proficiently, and there really aren't many
        moments in which you get swarmed. The fact that the barrel
        wobbles is also detrimental to good strategy. Pick up the
        Vulcan only if you're naked. Appears frequently in every level.

    Riot is very nice until you have to use it on demand. Once fully
        charged it discharges a large electrical blast that goes
        through armor to damage the enemy's core, sometimes causing
        instant destruction for most medium-sized enemies.
        Unfortunately, the blast has a limited range and it is slow to
        charge, requiring a couple of seconds between blasts. Ever
        notice how big it is? It acts well as a shield. Appears
        seldomly in every level.

    Blade is really only for show because it looks and sounds like a
        lightsaber. By quickly pressing down and forward, the beam
        extends. While in this state, toggling the Gunpod's position
        up and down looks pretty slick as it slashes the air. But it
        won't hit much more than dead air, all the while its power is
        draining away. Never pick up this Gunpod. Appears seldomly in
        levels three to six.

    Python is a very unusual weapon because it spreads a series of
        grenade-like pods connected together. While each pod is very
        powerful, the string shoots out and just floats in the middle
        of the screen. Their position is unpredictable as well, so
        there's no way to actually aim for a target. Use of this Gunpod
        comes down to throwing it out there and hoping that something
        runs into it. You can't shoot again until the first shot is
        gone, either. This may be worth getting if you're desperate,
        but it's quite rare, so don't worry about it. Appears only
        once, in level 5, making it the rarest Gunpod.

    Mosquito is very strange because you can control its path. Sounds
        good? Not at all. Keeping track of the path of each Mosquito
        missile won't allow you to pay attention to enemy fire or your
        own ship's movement. That means you'll get hit and not even
        know why or run into things because you were trying hard to
        make the Mosquito make contact with ANYTHING. Its only saving
        grace is that each missile is very powerful. But then, if you
        don't hit anything with them, they're wasted. Don't even
        consider picking this thing. Good thing it's extremely rare.
        Appears only twice: level three and its second Secret Bonus
        (see footnote 15).

    -----
     6. The Mosquito and Python Gunpods are extremely powerful, perhaps
        the equivalent of the Grenade. Yet they are to be avoided
        because they are unreliable. Most of the time, they'll miss the
        intended target. The Blade has decent power, but its short
        range makes it unusable.

     7. Sometimes, when you have a spare slot, it is best to keep it
        open despite the availability of an inferior Gunpod. After all,
        it's better than nothing, right? But if all your slots are
        filled, picking up another Gunpod different from the three
        already equipped will replace the currently active Gunpod. If
        you leave a slot open, you won't have to juggle Gunpods, and
        may quickly pick them up without really thinking about it. In
        Einhander, a moment's hesitation could make all the difference.



    Anticipate Attacks                                                  1-04
    -------------------------------------------------------------------
    You're going to have to memorize enemy encounters and their attack
    patterns. Line up your guns to the enemy before they appear and get
    out of the range of their fire before they shoot, which usually
    takes some time. Use this opportunity to take them out quickly,
    before they get the chance to fire. This is why it is important to
    pick up the most powerful Gunpods. Once large enemies appear, take
    them out quickly using a powerful Gunpod and immediately move on to
    another target. [8] Also important is proper use of the machine
    gun. Whenever possible and convenient, try to get close to a large
    enemy. The machine gun's rate of fire will be significantly greater
    than shooting from a distance. This tactic applies to the Grenade,
    Spreader, and Cannon Gunpods, as well.

    Except for the small individual bullets, enemy fire will be
    preceded by a hint that it's about to be unleashed. Typically,
    you'll be able to see the signs of a devastating attack before it
    occurs. Guns may glow with energy. An enemy may take a moment to
    get into its attack position. And in case you're too busy to look
    at the enemy's activities, the game provides audible clues that
    you're about to be fired upon. For example, the first level's
    midboss carries two guns, a Vulcan and a Spreader, and flies around
    the screen with agility. Yet he's pretty easily defeated because
    you can anticipate his attacks. He'll extend his weapon arm and
    stop moving right before he shoots, allowing you to move out of his
    range of fire. If both of his guns are destroyed, he'll pull out
    one big-ass cannon. Every shot released from his cannon is preceded
    by the glowing of its barrel, as well as a big sucking sound,
    indicating that it's being charged. Take advantage of these cues to
    get out of the way.

    In conclusion, here are the most important, yet vague, pieces of
    advice: Play aggressively. Prevention is the key. The best defense
    is a good offense. No more clinging to the left of the screen with
    an unlimited, screen-filling spread shot waiting for enemies to run
    into your fire while wading through streams of bullets. No more
    enduring lengthy boss battles. No more cheap deaths! Don't let
    enemies make the first move. The Endymion has the potential to be a
    flying arsenal. You have the power to be the bully.

    -----
     8. I think this is what makes Einhander so great. Sure, it can get
        incredibly tough, but there's always a feeling that the game
        gave you a chance to survive, but you just didn't take the
        opportunity to use good strategy to take advantage of it.
        There's never a "cheap" moment that requires all luck and no
        skill. Perhaps because Square has decided to leave out the
        "super bomb", they made sure there is always a means of escape.
        I think other shooters forget about that. Raystorm, another
        PlayStation shooter, is notorious for being cheap. It has super
        bombs, but I try not to use them because it's more fun to
        frantically dodge innumerable bullets, unless a boss unleashes
        the dreaded random bullet spray or the big laser volley. That's
        definitely a super bomb moment.



    Game Structure                                                      1-05
    -------------------------------------------------------------------
    Most shooters are very simple. This is probably because they
    originated in the arcade, where a typical game lasts only a few
    minutes. The player is required to learn the mechanics of the game
    in that short time; if not, it's game over and frustration sets in.
    Generally, vertically-scrolling shooters (e.g. Raiden, Twin Cobra,
    Strikers) only utilize two buttons: fire and "super bomb". Even
    after the turn of the century, vertical shooters such as 1944 and
    Giga Wing 2 have maintained these conventions. On the other hand,
    horizontal shooters (e.g. R-Type, Gradius) have typically offered
    controls that are more versatile (or complicated, depending on how
    you look at it), allowing for weapon control, but no screen-
    clearing "super bomb". Quick reflexes and good strategy are
    important to success, rather than an instant escape mechanism. Some
    of the best shooters (e.g. Gaiares, Thunder Force), however, build
    on that precedent to allow for speed adjustment and enemy weak
    points. Games such as R-Type Delta and Einhander go even further by
    including various weapon firing modes. Shooters have advanced very
    slowly in fifteen years' time.

    Since Einhander follows a long heritage of shooters, it builds on
    its predecessors' innovations. For example, Einhander's control
    system is more complex than any other shooter because it utilizes
    seven buttons whose versatility allows for great control of
    movement and weapons. Its weapon system is based on "power ups"
    like so many other shooters, but Einhander is one of the few
    shooters that features limited ammunition, making it even more
    difficult. A common situation that beginners face occurs when they
    run out of ammunition and are naked, essentially, with only a lowly
    machine gun to fend off the oncoming hoards. Einhander's Gunpod
    system is so involved that half the challenge comes from weapons
    management. The limited ammunition of the weapons requires constant
    replenishment or replacement and their varied abilities force the
    player to be selective. In this game, long-term strategy is just as
    important as quick reflexes.

    Similar to the Gradius and R-Type series, Einhander features a
    checkpoint system in which players who are shot down are forced
    back to certain points in the game. Many players dread shooters
    with checkpoints, but they have their benefits. Einhander's
    checkpoints force players to progress on their own merits rather
    than using continues and thirty lives to inch through the game.
    Additionally, players always revert back to a safe spot that
    provides Gunpods and doesn't include hostiles. Without a checkpoint
    system, players are thrust into situations in which they are naked
    with no powerups available and the whole screen is a danger zone.
    And with a total of thirty lives available, it would be too easy to
    "buy victory". Arcade vertical shooters, in particular, have these
    problems. This is what most likely happens: after a long stretch in
    which players build up powerful weapons and the levels likewise
    increase in difficulty, getting shot leaves the player powerless.
    Death comes quickly at this point and the only solution is to
    insert another quarter. This sense of hopelessness is what
    discourages players.

    Einhander never gives players that sense of hopelessness. Since the
    game was released on a home console, it allows players to develop a
    long-term strategy after attempting innumerable failed trials. In
    that time, players learn the mechanics of the game and take
    advantage of its conventions. For example, I recommended that
    players learn the characteristics of the Gunpods, one at a time,
    before attempting to manage three Gunpods simultaneously.
    Additionally, the game's presentation not only indicates a polished
    product, but also provides the player with visual and aural cues to
    aid survival from enemy attacks. The cause of death is always
    known, and perhaps next time it can be avoided. This is what
    compels players to return to the game despite suffering countless
    defeats.

    Einhander's conventions engage players by giving them the power to
    learn and make decisions. By introducing elements of improvisation,
    experimentation, and even a little exploration, players are more
    involved in the dynamics of the game. Collectively, Einhander's
    controls, weapons, and presentation result in a shooter with
    incredible depth.




WALKTHROUGH
=============================================================================
    When I state to use a certain Gunpod at a certain time, assume it
    to be in conjunction with the machien gun. Never stop shooting the
    machine gun, unless otherwise stated. Success depends on Gunpod
    availability, so any changes to the Gunpod configuration will be
    indicated by three letters (e.g. HCW means Hedgehog, Cannon, Wasp).
    Although only fifteen Secret Bonuses are required to obtain the
    Schabe bonus fighter, I'll make note of sixteen of the easier ones,
    just in case you miss one.


    Level 1 - Imperial Capital                                          2-01
    -------------------------------------------------------------------
    F__. You start the game in the Endymion Mk II with thirty rounds of
    Flash [9] and with level two speed. Immediately increase speed to
    level three. [10] With the machine gun, destroy the first wave of
    cars (about six) and the first transport. Pick up its released
    Vulcan Gunpod. Your Gunpod slots should read FV_. Shoot the next
    wave of approximately twenty cars using only the Vulcan to get a
    point bonus. [11] Pick up the Spreader Gunpod from the transport
    that follows and use it on the next wave of cars. FVS. Replace the
    Vulcan with the Cannon from the next transport. FCS. Replace the
    Spreader with the Wasp that comes shortly after. FCW. Note that
    this should be your Gunpod configuration throughout level one and
    two. Hitting all the neon signs will yield the first Secret Bonus.
    [12] Increase speed to level four (top speed) and move up and down
    the limits of the screen. Once you destroy all the neon signs,
    reduce to level three speed for the next wave of small cars and
    transports. Limit yourself to only one Cannon shot for each
    transport and use the machine gun for the small enemies. Destroying
    all transports will yield the second Secret Bonus.

    Midboss: SPJ-15 Greif (Griffin). Destroy its lower section with the
    Flash to get the third Secret Bonus. The midboss aligns itself to
    your position, so that its head is aligned with your ship. The
    Flash, in its lower position, conveniently points downward directly
    at the midboss's saucer section. It should take only five direct
    hits. Shoot it only when it's not shooting at you to avoid stray
    bullets. It helps to shoot it as soon as it stops moving to avoid
    missing. The easiest method is to shoot its lower section twice,
    destroying its armor. It'll reel back a bit and take a moment to
    get back into position. At this point, quickly shoot it three more
    times to finish it off. As it falls down, it'll make a last ditch
    effort to shoot you twice with its spreader.

    Destroying the midboss's bottom section will cause your fighter to
    take a detour to the ruins of the pre-war megalopolis. Use the Wasp
    for the descent underground. As you go down, temporarily stop using
    the machine gun and instead shoot all enemies with the Wasp's
    homing missile mode. The Anglers require two Wasps each. Pick up
    any Cannon or Wasp Gunpods, nothing else.

    Once you return to the surface, resume shooting the machine gun and
    use the Cannon as before. One Cannon shot will instantly destroy
    the tough armor attached to the trains and the machine gun will
    finish them off. Use four homing Wasp missiles on the four small
    enemies in the tunnel before the level boss.

    Endboss: SPKB-03 Drache (Dragon). Immediately get as close as
    possible and rapidly fire the Wasp in the downward position. Aim
    for the point in which its arm meets its main body. It looks as if
    it would be its nose, if it had one. Once its arm is destroyed, the
    endboss will move around a bit. Follow its path while shooting
    Wasps so that its critical area is constantly being hit. Ideally,
    the endboss will die right before it gets a chance to flip over. It
    should take about 70 Wasps. You should have at least 90 remaining.

    Boss Repulse Time: 12 seconds.

    -----
     9. If you're playing for the first time, you will not be able to
        select a preloaded Gunpod. Once you have saved your game
        information to a memory card, it will allow you to equip a
        Gunpod before you start your game, provided you have picked up
        that particular Gunpod in a previous game. There are only two
        opportunities to pick up a Flash Gunpod during the course of
        the game. The first opportunity is in the middle of level
        three, right after the midboss. As you descend the shaft, a
        large rotating apparatus follows your path from above. Once
        destroyed it will release a stream of little "fleas", as if
        they are spilling out. Destroy every single one of them and a
        Flash Gunpod will be the last object to fall. The second
        opportunity to obtain the Flash Gunpod is in level five, when
        you fight the midboss. Knock him down four times by destroying
        his body parts and a Secret Bonus will be awarded as well as
        the Flash Gunpod. I recommend that you attempt to obtain the
        Flash by playing in the easy difficulty setting and then
        restarting on the hard difficulty, Flash in hand.

    10. Every playable ship has four degrees of speed. Level one is
        slowest, whereas Level four is fastest. Level three speed is
        ideal because it allows the Endymion to catch up to a falling
        Gunpod. However, there are some tight areas that should be
        played at level two speed. Change speed at any time using the
        L2 and R2 shoulder buttons. When you think about it, shouldn't
        all shooters feature a futuristic spaceship capable of variable
        speed? I've always hated having to pick up a speed power-up to
        upgrade a sluggish craft in games such as Gradius.

    11. Whenever you destroy an enemy, the point gauge will increase.
        If you destroy several enemies in rapid succession, the point
        gauge will increase more. If you destroy enemies using a
        Gunpod, the point meter will increase faster than if you had
        used the machine gun. If the point meter goes beyond 16x
        (indicating that the next enemy shot down will yield sixteen
        times its normal point value), it will flash for a short time
        and give your score a big boost in points. While all this is
        not necessary in obtaining the Selene fighter, a high score and
        a lot of point bonuses are important in receiving high letter
        grades in the final evaluation. However, since the game awards
        extra lives based on points, getting bonuses can be
        advantageous, but don't risk a life for them.

    12. In each level lies three hidden Secret Bonuses awarded by
        performing certain tasks. Each yields an instant 100,000
        points. While Secret Bonuses and point bonuses both add to the
        score, getting fifteen Secret Bonuses awards the Schabe.



    Level 2 - Armored Trains                                            2-02
    -------------------------------------------------------------------
    FCW. Start out with the Wasp equipped to nail all the little pods.
    Occasionally, some hovering ships will appear along the ground.
    Destroying them quickly will make a red one appear, which will
    yield a Secret Bonus if destroyed. However, destroying them quickly
    will not permit you to take their Gunpods. As such, I'll skip this
    Secret Bonus. Once you reach the section of the train in which
    there are four turrets that move up and down like pistons, switch
    to the Cannon. This is a great place to accumulate ammo as long as
    you don't destroy the control center. Pick up every Cannon and
    Wasp, and ignore any other Gunpods. You're going to have to destroy
    each of them as quickly as possible, so proficiency with swapping
    weapons is important. If you pick up a Wasp, immediately switch
    back to the Cannon. Try to get a rhythm for it so that you can swap
    Gunpods without specifically thinking about doing so. Destroying
    eight turrets will award the fourth Secret Bonus.

    The next portion will be somewhat tight, so use the Cannon to
    eliminate anything that comes at you. It'll tear through a whole
    line of the pods and flying droids, which makes it easy to get a
    point bonus. The walkers require several Cannon hits each. Don't be
    tempted to get the Grenades they carry. The second turret section
    is similar to the first one, except small droids will fly in
    occasionally. The method for this section is the same, except you
    have to remember to keep shooting in the area in which the droids
    appear so that they get destroyed as soon as they come into the
    playfield. Destroying another eight or so turrets will award the
    fifth Secret Bonus.

    Midboss: SKP-04 Garnele (Shrimp). Pretty simple. Position yourself
    so that the Flash, in its lower position, is pointed at the
    midboss's head. As soon as the German voice starts, [13] shoot it
    exactly six times--no more, no less. Remember that it will shoot
    three large homing missiles before it dies, and they are difficult
    to see behind the fiery explosion.

    Use Wasps for the remainder of the level. You should have plenty.

    Endboss: PGZ/L-03 Spinne (Spider). If all goes according to plan,
    you should have nineteen shots of Flash remaining. Use them all on
    the head of the endboss. Once the Flash is spent (_CW), the head
    armor should be blown apart. Switch to Cannon and continue shooting
    the head. The endboss is easy to destroy, but the first order of
    business is to get the Hedgehog Gunpod. As soon as the upper arm's
    flamethrower fires, quickly fly up and shoot it with the Cannon to
    exposing a Hedgehog Gunpod. However, don't attempt to pick it up
    because it's not ready yet. Instead, move down to line up with the
    endboss's head and resume shooting. Soon the upper arm will move
    down and attempt to shoot you with Hedgehogs. Now the arm's green
    area is vulnerable, so quickly fly up and shoot it, which will make
    the Hedgehog Gunpod available to be picked up. HCW. While obtaining
    the Hedgehog is difficult to describe, it makes the next level much
    easier, so try to get a feel for the timing. If there is enough
    room, you can safely shoot a few Hedgehogs down from above the head
    to finish off the endboss. If not, use whatever's convenient.
    Remember that you may safely fly through the center of the trio of
    blue rings it spews. The endboss will die with a satisfying groan.

    Boss Repulse Time: 25 seconds.

    -----
    13. When fighting against most of the bosses and midbosses, you
        will not be able to cause damage right away. Shoot the machine
        gun at the enemy until it starts to flash. Only then should you
        use the additional firepower of a Gunpod. Otherwise, it's just
        wasted ammo.



    Level 3 - Supply Tunnels                                            2-03
    -------------------------------------------------------------------
    HCW. This is where you'll be glad you picked up the Hedgehog from
    the previous endboss. The enemies on a rope with searchlights don't
    stand a chance. They will descend from the top so shoot the
    Hedgehog up at them. The only problem is, as soon as you hit them
    they'll drop down to collide with you. Simply release a series of
    Hedgehogs as you move down so that when they drop, they'll run into
    the Hedgehogs. They should be destroyed before they hit bottom,
    allowing you to snatch their Wasp Gunpods. It almost always works.
    Nevertheless, make sure to get out of their way when they drop.
    Next, three Gunpod carrying enemies will show up and stop in the
    middle of the screen. Shoot them with the Hedgehog and pick up only
    the Hedgehog Gunpod and the Cannon Gunpod they carry, since you
    already have those. Once all three are gone, these spinning snail-
    like enemies carrying two Gunpods will arise. They have tough
    armor, but the Cannon works wonders against them. Each shot from
    the Cannon will temporarily stun them so that they can't unleash
    their bullet spray. For each snail-like enemy, fire a single cannon
    shot and finish it off with the machine gun. Destroying a red one
    will award the sixth Secret Bonus.

    Midboss: SPKB-08 Gecko. Start out with the Cannon in its downward
    position and shoot the midboss's twin laser turrets as quickly as
    possible. After the turret is destroyed it will move around a lot,
    so try to avoid a collision. Once it settles down, resume pummeling
    it with your Cannon. Occasionally a truck will show up that will
    work with the midboss to perform a big laser attack that will
    severely limit your range of movement--don't let it happen. The
    trucks position themselves on the left side of the screen, so as
    soon as they are in position, quickly switch to Hedgehog and take
    them out. Better yet, destroy them before they get into that
    position. To destroy the trucks on the top of the screen, you can
    force the Cannon to angle itself upward by moving backwards. If you
    take out eight of them (including the Gunpod-carrying ones), the
    seventh Secret Bonus will be given. A good strategy is first to
    destroy trucks until you get the Secret Bonus, and then move on to
    blast the midboss itself. The midboss will shoot a homing laser as
    well as multiple green lasers. They're easily avoided; just don't
    panic and only move when necessary.

    The descent down a tube is littered with wall-clinging cranes and a
    great big plug on top. Use Hedgehogs on the plug and stay just out
    of reach of the left-sided cranes. As soon as the plug is
    destroyed, dozens of fleas will drop. Depending on how many fleas
    are destroyed, a Gunpod will also come out of the plug, but don't
    change your weapons configuration no matter how powerful the Gunpod
    may be. The heavily armored snail-like enemies will return, but
    I've already discussed how to deal with them. This is a tricky
    area, requiring you to destroy enemies quickly before they get a
    chance to fire, picking up their Gunpods, and reverting back to the
    Cannon. Once they're gone, the screen will scroll horizontally
    again. Along the floor and ceiling are arms that hold Gunpods,
    giving you the opportunity to pick up more Hedgehog, Cannon, and
    Wasp ammo.

    Endboss: PR-01 Gustav. At this point you should have at least fifty
    rounds of Hedgehog. Use them on the endboss by hovering above its
    head. Hedgehogs not only repeatedly hit the target, but they will
    stop the spinning disks. So the only thing you have to watch out
    for is the little ceiling-clinging "hands". At some point, the
    endboss will release three slow, small, exploding, homing pods from
    its back. When that happens, you may quickly move behind the
    endboss so that the pods hit the endboss in an attempt to get to
    you, which is very gratifying, especially when they manage to
    finish him off.

    Boss Repulse Time: 29 seconds.



    Level 4 - Subterranean Base                                         2-04
    -------------------------------------------------------------------
    HCW. Aren't you glad you stocked up on Wasps? Depending on how
    crowded it is, shoot off Wasps throughout the level and pick up any
    Gunpods already in reserve. But don't be a hero. Stay on the left
    side and be alert for any stray bullets. Keep moving.

    Submarine. Pull out that trusty Hedgehog and first destroy the
    three missile bays on the submarine's hull. Keep shooting until the
    hull explodes, at which point you should head for the control
    tower, which is attempting to escape. If successful, the submarine
    won't get a chance to attack and the eighth Secret Bonus will be
    awarded, along with a Juno Gunpod. However, don't get the Gunpod.

    Midboss: EU-46 Salamander. The midboss makes its first appearance
    while completely underwater. Take this opportunity to shoot
    Hedgehogs down at it and destroy the bit of armor on its back. At
    this point it will proceed to hang from the rails above. The ripple
    in the water indicates the midboss's position while underwater.
    Move directly above this spot and fire Hedgehogs downward. Move up
    as it rises from the water and be careful to not damage the Gunpod.
    Eventually, its head armor will be destroyed, causing it to fall
    into the water and then come back up to the rails with its exposed
    green head area. Repeat the same attack strategy as before. You'll
    know you're doing critical damage when you hear "pangs" and its
    body flashes red. [14] If successful, the midboss will die just
    before it gets a chance to attack during its second phase in which
    it hangs from the railing.

    When you come up out of the watery area the first thing you should
    do is reduce speed to level two because you'll have to maneuver
    through tight areas. Use homing Wasps to shoot enemies that are out
    of reach and head all the way down to the lowest level, where a
    Mosquito Gunpod lays behind you in a crate--avoid it. Throughout
    this area pick up Wasps and Hedgehogs. Continue to take the lowest
    route possible. The ninth Secret Bonus is awarded by destroying the
    mech that slides on its back. As soon as it appears, quickly
    destroy the mech using Hedgehogs. [15] The tenth Secret Bonus is
    awarded towards the end of the level by destroying the harmless
    ship that hovers above the series of grates. Rather than completely
    destroying the hovering ship, its engine will explode, causing it
    to fall into the grates below, and subsequently destroying the
    grates, as well. Prepare the Hedgehog in its downward position
    during the lengthy explosion sequence in the nuclear missile silo.

    Endboss: SPKB-04 Sturmvogel (Stormbird). As the endboss falls from
    the sky, get as close as possible to its head and rapidly fire
    Hedgehogs at it. Don't worry, it won't attack as long as you use
    a powerful weapon against it. Its head will explode, armor from
    heaven will arrive (watch out for it), and it will retreat out of
    the screen. A robot piloting a ship will show up carrying two
    Gunpods, so add ammo to any Gunpods already in reserve. The endboss
    should die shortly after it comes back into the screen again while
    getting pummeled by Hedgehogs. All this activity and it didn't
    even get a chance to attack. I've never been able to destroy the
    endboss before it retreats, no matter how much firepower I throw at
    it. I think the game has rigged it this way.

    Boss Repulse Time: 17 seconds.

    -----
    14. It'll sound as if you were banging on metal pots. This sound
        indicates damage to the boss's core, in which it is more prone
        to damage. Think of it as the control center on every enemy
        craft. Technically, this critical area is all that needs to be
        destroyed in order to disable any enemy, but it is usually
        covered with tough armor that must be eliminated first. It is
        very important to know the exact moment each enemy is
        destroyed. Sometimes it can be difficult to tell because a few
        of the bodily components still exist as debris. However, there
        are clues that an enemy craft has been destroyed. First, a
        surge of electricity flows through its body, indicating a
        critical malfunction. Second, if the enemy carries a Gunpod,
        the Gunpod's label will appear, indicating that it is ready to
        be picked up. Destruction of an enemy means that it can no
        longer attack, no longer move on its own, its Gunpod can be
        acquired, and its existing body parts will not damage your
        ship. While all this seems obvious, knowing exactly when to
        stop shooting at one target and begin shooting at another
        is very important for crowd control and ammo conservation.

    15. There is actually a way to get a Grenade Gunpod out of the
        mech, but it's a bit tricky. If you wait a second or two, a
        close inspection reveals that the mech is carrying a big long
        gun that shoots Grenades and Mosquitoes that shoot up from its
        back. The only way to get that Grenade Gunpod is to destroy the
        big gun before destroying the mech itself. This is somewhat
        difficult because you'd need a weapon that you can depend on to
        aim directly at the gun, because if the mech is  destroyed, the
        Grenade Gunpod goes with it. However, at this point you should
        only have a Hedgehog, Cannon, and Wasp Gunpods. Wasps are
        dependable for numerous targets, but not just one, so it is
        likely to hit the mech as well. Hedgehogs are difficult to aim
        and will likely destroy the mech completely. It is possible to
        aim the Cannon at the gun by angling it upward, but there are
        other enemies that must be dealt with at the same time.
        Regardless, getting the Grenade Gunpod is not part of this
        strategy. So if you're an expert looking for something to test
        your skills, go ahead and try getting the Grenade Gunpod. As
        for the Mosquito Gunpod, even if there was a way to purposely
        extract it, the reward surely isn't worth the risk.



    Level 5 - Aerialport                                                2-05
    -------------------------------------------------------------------
    HCW. The first couple of Gunpods you'll encounter is a Wasp and a
    Hedgehog. Pick up both. When the large, flying ship that shoots
    missiles comes, shoot it from above using the Hedgehog. The
    Hedgehog's vertical attack allows you to shoot it away from its
    range of fire. The little stationary pods that block your path have
    one of two possible attacks. The red ones will explode into a dozen
    pieces whereas the green ones form a small nova that is harmful
    when touched. The best course of action is to toss a few Hedgehogs
    at them so they don't get a chance to explode in the first place.</pre><pre id="faqspan-2">
    At some point there will be a large harmless vehicle in the
    background. If you use a couple of Wasps to destroy it, a Python
    Gunpod will be released, but it is to be avoided. At least you'll
    get points. A Secret Bonus will be awarded if you destroy all the
    cranes that go up and down, but that's somewhat difficult to
    accomplish, so I usually ignore them. The next series of hovering
    vehicles is best dealt with by staying on the bottom and shooting
    Wasps as quickly as possible. Right before you face the midboss,
    four Gunpods in crates are available: Spreader, Hedgehog, Grenade,
    and Vulcan. Since you already have Hedgehog, increase its ammo.

    Midboss: SPKB-06 Ausf A Gestell. This monkey is one of my favorite
    bosses in the game because he's so unpredictable and animated.
    He'll often jump in and out of the background, so sometimes you
    can't hit him unless you use the Wasp. His most lethal attack is
    when he shoots his homing missiles, especially when it happens at
    the same time as another attack. If he tries to jump on top of you,
    shoot off a few Hedgehogs so that he'll fall into them. Try to
    estimate where his missile launcher would be. The sooner you get
    rid of that thing, the better. It's quite amusing how the
    Hedgehog's repeated attack makes him seem to writhe in pain. If he
    steps to the side and shoots the spray of blue lasers out of his
    arm, lower your speed to level two so that you can maneuver through
    the spray. While this is happening, keep shooting Wasps. Sometimes,
    he'll use his laser spray attack when he's towards the middle of
    the screen. When this happens, fly above his head and shoot
    Hedgehogs at his arm. The Hedgehogs will hit his shoulder armor and
    later his arm, perhaps destroying it completely and knocking him
    down. Once he gets knocked down for the first time, he gets really
    predictable. He'll jump into the background and release the
    spinning discs, so stay on the bottom left of the screen and shoot
    the discs. They may occasionally hit you, but not kill you. [16]
    Destroy his missile launcher by shooting Wasps while he's in the
    background. The Wasp missiles will go right to his missile launcher
    on his back. Usually, after the last attack, he tries to swat you
    with his hand. Quickly, very quickly, get up close to its hand and
    destroy it with a bunch of Hedgehogs and he'll get knocked down. A
    crate holding a Gunpod will fall, and he'll try to whip it at you.
    He'll jump into the background again, release the spinning disks,
    and swat you with his other hand. Destroy that one as well.
    Finally, he'll come back into the foreground. Fire a constant
    stream of Wasps to destroy his head armor. If you manage to knock
    him down four times, the eleventh Secret Bonus will be awarded as
    well as a crate holding a Flash Gunpod. If you still have some
    Hedgehogs, replace them with the Flash. Don't finish him off until
    you get the Flash. FCW.

    Obviously, the remaining areas of level five are tough. Equip the
    Wasp as your default weapon, because you'll be swarmed. Try to
    eliminate the spinning pods using a single shot of Flash for each.
    It's best to get rid of them rather than allowing them to explode.
    Once you reach the area in which there are a line of those pods in
    the center of the screen, a walker below, and a hovercraft above,
    use the Flash to get rid of all of them. Next comes the section of
    this level in which there are a line of pods along the floor and a
    bunch of little flying enemies show up at the same time. Preceding
    this area is a walker that carries a Hedgehog Gunpod. It's there
    for a reason. HCW. By positioning yourself in the middle of the
    screen and frantically shooting Hedgehogs downward, you just might
    be able to get through this area unscathed. It won't be easy, as
    you'll have to keep track of the flying enemies, the pods, and
    their innumerable fire in your peripheral vision. Later, you can
    get the twelfth Secret Bonus by shooting the large red hovering
    craft that appears in the foreground.

    Endboss: SPKB-07 Ausf D Dürer. You have been accumulating Cannon
    ammo since level three. Now is the time to use it again. The most
    important thing is to get rid of his Vulcan arm as quickly as
    possible. He should lose his Cannon arm pretty easily. Once both
    arms are destroyed, go for the head. Try go get close for rapid
    fire. His next attacks are randomized, but they're easy to avoid.
    He may charge. He may launch missiles from his rear. He may
    disperse yellow lasers. He may launch a missile from his foot. He
    may spray little blue lasers. He may materialize four pods that
    spray bullets. Whatever the attack, they all come with a warning,
    so position yourself in a safe spot, preferably in front of his
    head. An interesting tactic involves destroying the mech's bodily
    components in a series of rapid explosions. After each piece is
    destroyed, he'll reel back momentarily, and his attacks get
    canceled. The endboss won't be able to attack for a few seconds. It
    is a very useful tactic that only applies to this boss, but if
    successful, is thrilling to behold and makes the endboss look like
    a wimp.

    Boss Repulse Time: 26 seconds.

    -----
    16. As with most shooters, Einhander does not have a "health bar"
        to indicate the degree of damage that has been incurred to your
        ship. This is the kind of shooter in which one shot kills you.
        While enemy attacks cause instantaneous destruction to the
        ship, grazing walls or the ground won't have the same effect.
        Touching surfaces will automatically cause the ship to be
        repelled. But if you intentionally grind the ship into the
        surface, damage will incur and the ship will eventually be
        destroyed. The spinning discs released by the midboss is the
        only attack that will not destroy the ship instantly.



    Level 6 - Stratagem Spacecraft                                      2-06
    -------------------------------------------------------------------
    HCW. Solid Rocket Boosters. When in their downward position, the
    Gunpods will prevent you from colliding into the booster rockets.
    First unload all Hedgehog ammo onto the booster rocket. _CW. When
    your Hedgehogs are depleted, resort to Wasps. If those annoying
    planes are bugging you from behind, quickly swoop below them to
    pick them off with homing Wasps. Don't fly up because you're likely
    to run into the planes themselves. Once the first rocket is
    destroyed, swoop down to the next one, which is harder to destroy
    because you'll have to deal with additional defenses. Three tubes
    will emerge from between the two solid rocket boosters and will
    dispense numerous mines, large rockets, or small planes. Destroying
    three of the tubes will award the thirteenth Secret Bonus. It's
    usually faster to get this Secret Bonus than the other one, in which
    you have to destroy a small red plane that gets dispensed. You MUST
    pick up a Grenade Gunpod and save it for later. GCW. Don't worry--a
    plane will eventually come in carrying one, but only after you have
    destroyed the first booster rocket. As soon as you get the Grenade
    Gunpod and the Secret Bonus, resume shooting the second booster
    rocket with Wasps.

    Endboss: SS-01 Schwarzgeist (Black Ghost). Pick up the free Cannon
    and Wasp Gunpod. If you have Grenades, this endboss is incredibly
    easy; if not, it's a nightmare. Reduce your speed to level one and
    get as close as possible. Be careful not to damage the Gunpod in
    such close quarters. Assuming you have Grenades, quickly shoot them
    at the boss's midsection. You have thirty rounds but you'll only
    need about fifteen. As you unleash a series of Grenades, the
    endboss may begin its yellow laser spread attack. Don't worry about
    that; just stay put. Have faith that the endboss will be destroyed
    shortly, and that the yellow lasers will be cancelled. The whole
    ordeal only took four seconds! It's that easy. Before the level
    ends and the screen fades to black, increase speed to level three,
    jettison all Grenade ammo and prepare the Cannon Gunpod in its
    downward position. _CW.

    Boss Repulse Time: 4 seconds.



    Level 7 - Hyperion                                                  2-07
    -------------------------------------------------------------------
    _CW. As soon as you're in control, shoot the closest plane right in
    its head using the Cannon. They should go down in one shot. These
    fighter planes will come in pairs, one after the other, so don't
    pick up their Gunpods until it's safe. The fourteenth, fifteenth,
    and sixteenth Secret Bonus is awarded for every red plane you shoot
    down. If you're lucky, you'll shoot down one that carries a Juno
    Gunpod, allowing you to blindly pick it up and fill the empty
    Gunpod slot. JCW. If the planes are too intimidating, simply
    maintain movement going straight up or down. However, this area
    provides an excellent opportunity to accumulate ammo.

    The Hyperion UCS Mk X II mech is very predictable. It only has a
    few attacks, but it requires some quick maneuvering, so immediately
    maximize your speed. Once again its weak spot is its head, but due
    to its attacks, you may not be able to get a direct shot. It's best
    to fire off Wasps as quickly as possible, because they conveniently
    target its head. If you feel like a hotshot, you can try to pound
    it with Cannon rounds, which can be fun, as well. Once it releases
    the numerous little pods, just stay still and allow them to run
    into your fire. They'll soon stop moving to shoot you with their
    yellow lasers. They all target your current position, so just move
    a short distance up or down to dodge them. After all the pods have
    been destroyed, immediately move down the screen quickly because
    Hyperion will often shoot a devastating white blast at you from a
    distance. Its most deadly attacks are its two types of homing
    missiles. If he releases the large blue homing missiles, just move
    a little out of their way and allow them to pass. They aren't very
    maneuverable so they'll take quite some time to get turned around.
    Avoiding the smaller red homing missiles is a little bit trickier.
    Try to fly in the shape of a big "C" throughout the limits of the
    screen (lower right, lower left, upper left, upper right). As long
    as you keep moving, they won't be able to hit you. Now, the biggest
    problem you'll have is when Hyperion simultaneously releases both
    the blue and red homing missiles. It's best to dodge these the same
    way you'd dodge the red missiles and hope that you won't run into
    any stray blue missiles.

    Boss Repulse Time: 1 min 50 seconds (Cannon).
                       1 min 09 seconds (Wasp).




MISCELLANEOUS
=============================================================================
    Revision History                                                    3-01
    -------------------------------------------------------------------
    3:  Removed a previous section on differences with the Japanese
        version because I finally got a hold of the U/C version.
        Simplified the strategy to rely on a Hedgehog, Cannon, and Wasp
        configuration for most of the game. Changed the focus of the
        walkthrough from "getting the Selene" to "getting sixteen
        Secret Bonuses and play the whole game without dying". Added
        Game Structure. Added Revision History. Adjusted formatting to
        match my G-Police guide.

    2:  Improved formatting. Added notes on the differences between the
        American and Japanese versions. Modified strategy slightly.

    1:  Initial publication. This is my first strategy guide!



    Acknowledgements                                                    3-02
    -------------------------------------------------------------------
    In writing this strategy guide, I consulted other sources for help.
    Their Einhander guides are located at GameFAQs.com:
    http://www.gamefaqs.com/console/psx/game/20032.html

    Zach Keene's Einhander FAQ
    -   Translated names of the bosses and the bonus fighters.

    Triple Lei's US/Japan Changes FAQ
    -   Changes to the amount of ammo received per Gunpod.
    -   The manipulator changes position faster in the US version.


    Copyright & Terms of Use                                            3-03
    -------------------------------------------------------------------
    © 2004 Khoa Vuong. This document is intended for personal use only.
    It may be distributed only in its entirety and via a non-commercial
    medium. Any misappropriation is forbidden under copyright law.

    Einhander is a trademark of Square Co., Ltd.