-------------------Begin Document--------------
*                     Einhander FAQ - Version Acht                        *
*                von Zach Keene (zjkeene@bellsouth.net)                   *
*                   Last Updated: 27. September 1998                      *

   Table of Contents    .       .       .       .       .       .         7
1) Willkommen!  .       .       .       .       .       .       .        24
2) Was ist Einhander?   .       .       .       .       .       .        78
3) Fighters     .       .       .       .       .       .       .        92
4) Gunpods      .       .       .       .       .       .       .       137
5) Die Schabe   .       .       .       .       .       .       .       239
6) Know Thine Enemy     .       .       .       .       .       .       329
7) Secret Bonus .       .       .       .       .       .       .       483
8) Boss Tactics .       .       .       .       .       .       .       612
9) Gallery Checklist    .       .       .       .       .       .       812
10) Scoring     .       .       .       .       .       .       .       968
11) Miscellaneous Junk  .       .       .       .       .       .      1088
12) Revision History    .       .       .       .       .       .      1163
13) Danke schoen!       .       .       .       .       .       .      1206
14) Legal Crap  .       .       .       .       .       .       .      1254
15) Auf Wiedersehen!    .       .       .       .       .       .      1270

::: Willkommen! :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  Well, originally this was where I rambled on about why I was writing a
FAQ about Einhander when I'd already promised a CSOTN FAQ. Since I've
written the CSOTN FAQ, I guess I need to change the intro. Because a) no
one is probably reading this, and b) I can't think of anything to say here,
consider the intro changed. :)
  If you've read my FF1 FAQ, you know most of the crap that I'm about to
spew here, so just skip to the next section. And be warned: the same sort
of bad jokes that accompanied the last FAQ may turn up here from time to
  This FAQ was written in the all-powerful MS-DOS editor. For best results,
view with a monospace font, 75 characters to a line, 8 characters per tab.
  You may send comments, corrections, additions, subtractions, und so
weite, to zjkeene@bellsouth.net.

Where to get the latest version of this FAQ:
  There are several ways to make sure you have the latest version of this


(where xx is the version number. Also, you can http to the same address.
 This version is always current.)

[The following two sites may take a day or so to update the FAQ when a new
 version is released.]


(The unofficial Einhander website. David also does an HTTP version of my
 FAQ, which is on his site.)

(PlayStation Haven)

By Newsgroup:

  I always post updates to the FAQ in the following newsgroups, since no
one has objected to it thus far:

  Anyway, like my FF1 FAQ, a Win95 Help version will probably be on its
way at some point. Probably like after the text version gets somewhat
  I told you to skip to the next section, didn't I?

::: Was ist Einhander? ::::::::::::::::::::::::::::::::::::::::::::::::::::

  Just for those of you who were under a particular rock known as "Gran
Turismo" back in May (and that included me, as well), Einhander is a 2D
shooter, in the style of R-Type or Salamander, made by Square. Square, as
everbody well knows, is famous for their RPGs. So what qualifies them to
make a shooter? Got me, but it worked out pretty well, I'd say.
  Basically, the plot is that at some point in the future, the Earth and
the moon colony Selene are constantly at war. Anyway, Selene has been
sending fighters on suicide runs against the Earth. This operation is code
named "Einhander".

::: Fighters ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  Einhander has five different fighters to use. Three of them are available
from the start; the other two have to be earned.

  Here they are:

1) Astraea FGA Mk. I: This ship can equip two Gunpods at the same time,
   which can be used alone, or fired simultaneously. If you run out of
   ammo, it comes with an unlimited ammo single machine gun.

2) Endymion FRS Mk. II: This ship can load 3 different Gunpods, but only
   one can be used at a time. Also note that Gunpods aquired with this 
   fighter only give roughly two-thirds of the ammo that other fighters 
   get. It is also equipped with an unlimited ammo single machine gun. 

3) Endymion FRS Mk. III: This ship can only use one Gunpod at a time, but
   is equipped with an unlimited ammo double machine gun.

4) Unknown Fighter Type I (hereafter referred to as Die Schabe): This is
   one of the secret fighters. I have devoted an entire section of the FAQ
   to it. That's because it's quite a bit different than the other four;
   this has nothing to do with the fact that its my personal favourite
   fighter. The "Die Schabe" section lists how to get this in detail, but
   the short version is (so far): get 15 secret bonuses with the Endymion
   Mk. III on any difficulty. I can guarantee that this works, but you
   might want to check on the Die Schabe section for other possibilites...

5) Unknown Fighter Type II (hereafter referred to as the Selene): Since I 
   have not obtained this myself, I don't know much about this craft. From 
   what I've read, this is one of the moon fighters from the final level of 
   the game. Supposedly, it is similar to the Astrea, but when you equip a 
   Gunpod it comes with 9999 ammo. Obviously, this is one sick bastard. It 
   has been confirmed that to get this, you have to beat the game on Hard
   without continuing. However, it has been said that you can use one 
   continue and still get this. Its official name is EOS UFG Mk.IX, but I
   like "Selene" better.

   Other Selene Rumours: Another theory that's been circulating of late is
   that you can get it by collecting 15 Secret Bonuses on Hard. I've not
   confirmed that, though. Also, it seems you might be able to use up to
   three continues and still get the Selene.

::: Gunpods :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  When you choose your fighter for the very first time, all you start the
game with is your machine gun. However, than soon changes. When you defeat
certain enemies or shoot certain objects, Gunpods can be obtained. After
you obtain a certain Gunpod, you can then choose to start the game with
that Gunpod.
  Gunpods serve two purposes: first, they allow your ship to fire more
powerful weapons than your pea-shooter machine gun. Second, they can be
used as shields against enemy fire. However, they can only take so many
hits before being destroyed. Collecting a Gunpod of the same type as the
one you currently have will repair the damage, as well as replenish your
ammo supply.
  There are 12 types of Gunpods available in the game. The eight listed in
the manual are fairly common, and I'll list them here, with some notes.

  [Note: If you are using the Schabe fighter, the Gunpods affect your
         craft in a different manner. See the "Die Schabe" section for
         more details.]

1) Blade: This equips your ship with a lightsaber like weapon. Fairly
   powerful, but short ranged. Unless, of course, you do a fireball-type
   motion (Down, Down-Towards, Towards) which extends this weapon clear
   across the screen. This, however, uses up ammo at a faster rate. 
   Switching the position of the Gunpod while firing makes it slash at the
   enemies. Note that the Astrea can't slash the Blade in this manner. (600

2) Cannon: Fires a powerful blast either straight ahead or at a roughly 30 
   degree angle, depending on the Gunpod's position. On the Astrea, Cannons 
   always aim forward. Low ammo, but quite powerful. Also, its length makes
   it a good shield. (25 Rounds)

3) Grenade: Launches grenades. If equipped on top, fires them in an arc. If
   equipped on bottom, drops them backwards. This Gunpod is incredibly
   powerful, probably more so than the Flash. (45 Rounds)

4) Hedgehog: Fires small explosive bombs either straight up or straight 
   down, depending on its location. Low range. (75 Rounds)

5) Riot: Fires an electrical charge at a bit of an angle. The power of this 
   can be increased by holding down the fire button. However, the more 
   powerful the blast, the more ammo this takes up. (120 Rounds)

6) Spreader: Fires five shots either behind or in front, depending on
   where you position the Gunpod. (90 Rounds)

7) Vulcan: Fires machine gun rounds at extreme speed. Low power, but high
   in ammo. Notice that the angle at which it fires can be affected by the
   motion of your ship. However, if a Vulcan is in the top location of the
   Astrea, it cannot be affected in this manner. (750 Rounds)

8) Wasp: Fires missiles straight ahead if equipped on bottom, homing
   missles if equipped on top. Decent power. (45 Rounds)

  And here are the "secret" Gunpods, and some places to find them. Note
  that the places I list are not necessarily the only places to get them.

9) Flash: Similar to the Cannon Gunpod, but fires a laser straight ahead if
   on top, angled downward if on bottom. Extremely powerful. (45 Rounds) 
   The third Secret Bonus of level 3 rewards you with a Flash; see the 
   Secret Bonus section for more details. Also, the second Secret Bonus of 
   level 5 will drop a red box containing a Flash.

10) Juno: Identical to the Vulcan Cannon, but more powerful. (450 Rounds).
   If you get the third Secret Bonus of level 1, the boss of that level
   will sometimes fire at you with the Juno. Therefore, you can help
   yourself to it. The first Secret Bonus of level 4 will reward you with
   the Juno, and is a little easier to get it this way. The last red enemy
   on level 7 also carries a Juno.

11) Mosquito: Not unlike the Wasp, but the missiles can be controlled. 
   However, to move the missile, you have to move your ship, so be careful
   not to crash in to anything while firing these. (45 Rounds) When you 
   get to the second part of Level 4, equip yourself with a rear-firing 
   weapon (Spreader for most ships; Spreader, Grenade, or Wasp for 
   Schabe.) Immediately take the lowest route possible ASAP. You should 
   drop just in front of a barrel that contains the Mosquito. Later in the
   level, when you encounter the Parzival to get Secret Bonus 2, if you
   can _completely_ and _quickly_ destroy it, you'll earn another Mosquito.
   [Note: I'm not really sure what triggers this thing giving you a
   Mosquito. I've done it, and I've read about it, but it happens
   incredibly rarely.]

12) Python: Launches five mines-on-a-string. Pretty neat actually. (45
   Rounds) On level 5, just before you fly over a wall towards the
   mini-boss, keep an eye out for a vehicle in the background that
   resembles a Jawa Transport. (If you don't know what a Jawa Transport
   looks like, then put down the controller and view the Star Wars Trilogy
   _NOW_! :) Anyway, blast it with a Wasp to get this. [Notice that when
   the Gunpod appears on screen, it's labeled "Ptyhon". Heh.]

  And now, for the super secret Gunpod! :)

13) Manipulator: Sorry, I couldn't resist. This isn't really a Gunpod, but
   if you've just started your first game, or your current Gunpod(s) are
   destroyed or run out of ammo, this is all you have. It can be used as a
   weapon or a shield, but its extremely short range makes it weak in both
   respects. Grab another Gunpod quickly!

::: Die Schabe ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  And now, the section you've all been waiting for: the section devoted to
that almighty yellow and green Schabe fighter. Yes, it is the same little
ship that you shoot down in droves during Level 1. However, when you take
the controls, this ship is quite capable of causing some damage. In fact,
it is the first ship I beat the game with.
  To get this ship, use the Endy Mk. III ship, get at least 15 Secret
Bonuses in one game, and voila. You can continue as much as you like, and
although you can do this on any difficulty, it's easiest to do on, well,
Easy. You don't have to beat the game, either. (But don't quit from the
pause menu, or else you'll have just wasted your time.)
  That said, I've received an e-mail that said you couldn't get it with the
Astrea, and I've received a news posting that said you couldn't get it
with the Endy Mk. II. While I haven't tried with the Endy Mk. II, it is
definately possible to get it with the Astrea.
  Also, it seems that you may be able to get the Schabe with as few as 12
Secret Bonuses. I've not looked into that claim yet, however.
  Originally, I had nicknamed this ship "Die Polizei", which means "the
police." However, once I found out its real name, I decided I liked Schabe
(which means "cockroach") better.

* Primary Weapon *

  Your main weapon is the machine gun, which is the same as the machine gun
that the other fighters are equipped with. However, unlike the others, the
Schabe's machine gun can be powered up. Above the multiplier bar, you'll
notice "Lv. 1". Each time you collect a Gunpod, this increases, up to 20.
At level 6, your single-shot machine gun upgrades to a double-shot. At
level 11, it upgrades again to a triple-shot. Finally, you get a quad-shot
machine gun at level 16.

* Secondary Weapon *

  As soon as you obtain a Gunpod, your ship is equipped with two cannons on
top and bottom. The frequency of which they fire increases with your weapon
level. However, when you get to a level which upgrades your machine gun,
the frequency of the secondary weapons drops to its lowest, and builds up
again. The following chart shows this in action:

Least Frequent         -              -              -        Most Frequent
(No secondary at Lv. 1)Lv. 2          Lv. 3          Lv. 4          Lv. 5
        Lv. 6          Lv. 7          Lv. 8          Lv. 9          Lv. 10
        Lv. 11         Lv. 12         Lv. 13         Lv. 14         Lv. 15
        Lv. 16         Lv. 17         Lv. 18         Lv. 19         Lv. 20

  Where these secondary cannons aim is determined by the last Gunpod
equipped. Note also that the secondary weapon has unlimited ammo.

1) Blade, Cannon, Flash: Fires at about an 15 degree angle above and below
   your machine gun fire.

2) Grenade: Fires like the Cannon et al, but behind your fighter.

3) Hedgehog: Fires directly above and below your ship.

4) Juno, Riot, Vulcan, Python: Fires about 45 degrees above and below your
   machine gun fire.

5) Mosquito, Wasp: Fires homing shots. You really should try to keep this
   equipped as much as possible.

6) Spreader: Fires like the Vulcan and Juno, except it fires behind your

* Lights *

  Of course, this fighter is equipped with searchlights. Press X to
activate them. They are only there to look cool; they cause no damage.

* Advantages of using the Schabe *

  Well, the biggest one is unlimited ammo. When you are fully loaded with a
Lv. 20 Wasp, you are (almost) unstoppable. Another is the fact that since
Gunpods are not mounted externally, you cannot lose your secondary weapon.

* Disadvantages of using the Schabe *

  Since you have no Gunpods to lose, you have no Gunpods to take shots for
you. Another thing is that although at level 20 it is quite capable of
defending itself, you won't be getting anything spectacular, like say an
Astrea with two Flashes. Also, the game won't display some of the FMV
sequences you get by using the other ships, and you can't win Gallery
pictures with this ship.

  Overall, using the Schabe generally makes the actual levels easier, but
makes the bosses harder. IMHO, of course, your mileage may vary.

::: Know Thine Enemy ::::::::::::::::::::::::::::::::::::::::::::::::::::::

  And now, for your reading pleasure, is a (currently incomplete) list of
the enemy forces you'll be up against. For more information about the
bosses, see the "Boss Tactics" section. I've attempted to put the regular
enemies more or less in order of appearence.
  The word(s) in paranthesis after the name is my attempt at an English
translation. If I've got the translation wrong, blame this crappy paperback
Langenscheidt German-English dictionary I've got over here.
  Anyway, all this info comes from the Gallery pictures, and unfortunatly
there are either a few enemies not pictured, or I overlooked them somehow.
So if an enemy is missing (like the Level 6 swarmers), that's why.

* Level 1 *

Mini-boss: SPJ-15 "Greif" (Griffin)
Boss: SPKB-03 "Drache" (Dragon)
        [Note: The instruction manual refers to this boss as "The Brute".]

1) PW-104b "Schabe" (Cockroach)
        - The yellow and green police ships that show up in droves. See the
          "Die Schabe" section for details on how to play as this ship

2) PT-08 "Uhu" (Eagle Owl)
        - The first of many Gunpod carrying ships in this level. It has no
          front armour, and is easy to destroy.

3) PT-08s "Uhu" (Eagle Owl)
        - Same as above, but with front armour. (Notice that the
          instruction manual calls these "Enforcers".)

4) PT-08rs "Fledermaus" (Bat)
        - If you don't get Secret Bonus 1, you'll run into one of these.
          It's identical to the PT-08s, except it has a saucer on top
          instead of a Gunpod.

5) PA-09 Angler
        - If you do get Secret Bonus 1, the secret path will be full of
          these. They carry Gunpods, but it's difficult to collect them.

* Level 2 *

Mini-boss: SKP-04 "Garnele" (Shrimp)
Boss: PGZ/L-03 "Spinne" (Spider)

1) KP-05g "Schnecke" (Snail)
        - The Gunpod-carrying hovercraft-looking things.

2) KH-09 "Drohne" (Drone)
        - The small cylindrical pea-shooters.

3) PGZ/G-12 "Trilobit" (Trilobite?)
        - The train cars that you fly over for most of the level. 

4) PKB-07a "Star" (Starling)
        - The Gunpod-carring walkers.
5) PGZ/A-03 "Kaefer" (Beetle)
        - The train cars after the mini-boss with the radar and control

6) PA-11b "Libelle" (Dragonfly)
        - If you play on Hard, Spinne will launch these at you if you
          destroy a set of weapon arms.

* Level 3 *

Mini-boss: SPKB-08 "Gecko"
Boss: PR-01 "Gustav"

1) SP-01 "Sacktraeger" (Sack carrier?)
        - The ships that drop down from above with the searchlights and
          Wasp Gunpod

2) KP-02b "Dackel" (Dachshund)
        - The smaller Gunpod carriers that come in trios.

3) KH-18 "Muschel2" (Mussel)
        - The heavily armoured saucer shaped Gunpod carriers.

4) KA-04 "Natter" (Viper)
        - Wall mounted claws during the second half of the level.

5) KH-16 "Floh" (Flea)
        - The enemies that are launched from the big huge hovering thing
          after the mini-boss fight.

* Level 4 *

Mini-boss: EU-46 "Salamander"
Boss: SPKB-04 "Sturmvogel" (Stormbird)

1) KH-17 "Schwalbe" (Swallow)
        - The little yellow ships that swarm the beginning of the level.

2) KB-02 "Qualle" (Jellyfish)
        - The Gunpod-carrying buoys.

3) PT-06 "Kolibri" (Hummingbird)
        - The larger green ships that first appear just before Salamander.
          Sometimes they carry Gunpods.

4) KH-13 "Loewe" (Lion)
        - The red ships from the second half. 

5) PKB-11d "Parzival" (?)
        - The humanoid mech that slides down the ramp. Destroy it for
          Secret Bonus 2.

6) VP-16d "Vampir" (Vampire)
        - The hoverbikes that attack when Sturmvogel leaves the screen.                                

* Level 5 *

Mini-boss: SPKB-06 "Ausf A Gestell" (?)
Boss: SPKB-07 "Ausf D Duerer" (?) 

1) KH-14 "Zikade" (Cicada)
        - The small enemies that swarm this level.

2) PT-09 "Storch" (Stork)
        - The larger ships that launch missiles, and sometimes launch a
          Gunpod-carrying doodad at you.

3) PKB-07e "Jagdstar" (Apparently a Shooting Starling, as opposed to the
   regular Starlings from Level 2.)
        - The dual-cannon walkers from the beginning of the level.

4) PKB-07c "Panzerstar" (Armoured Starling)
        - The Gunpod-carrying walkers from the second half of the level.

5) KP-07a "Alligator"
        - The huge-laser firing ships.

6) KP-07a "Alligator2"
        - Same as above, although red. Shoot for Secret Bonus 3.

* Level 6 *

Boss: SS-01 "Schwarzgeist" (Black Ghost)

* Level 7 *


        - These ships are Astrea clones, except they have a laser instead
          of a normal machine gun, and can use it whether or not they have
          Gunpods attached. They come equipped with a variety of Gunpods,
          but except for the Juno all are rather common. Want to play as
          one? Check out the "Fighters" section.
::: Secret Bonus ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  Performing certain tasks in this game will net you Secret Bonuses. There
are three to be had in each level. Earning them earns you extra points,
improves your Secrets rating. They are also instrumental in getting the
Schabe ship.
  In the Japanese version of Einhander, there is a "Free" difficulty
setting. If you get all three Secret Bonuses in one level, you will be able
to stage select that level in the Free setting. However, this mode has
apparently been removed from the US version, or the method of accessing it
has changed. (See "Miscellaneous Junk" for more details).

  Anyway, here are the requirements for getting these secret bonuses.

* Level 1 *

1) Quite simple: when you first enter the commercial district, shoot down
   all the neon signs.

2) Shoot down all the grey Uhus (the ships that carry Gunpods) at the
   beginning of the level. You have to nail them as quickly as possible.
   If you don't see a red Uhu with a wasp fly by as you pass the "Leben?
   Fallen?" sign, you've messed up this bonus. After getting Bonus 1, you
   should be attacked by two more red ones: one carrying a Riot and the
   other carrying a Wasp. Shoot them both down.

3) When you reach the huge blue robot Mini-boss, beat him by destroying his
   lower portion.

* Level 2 *

1) At the beginning of the level, destroy all the Gunpod-carrying ships. A
   red one should appear; blast it.

2 + 3) At two points during this level, you the screen will stop scrolling
   while you're attacked by Gunpods that rise from the train. Keep
   shooting the Gunpods. Do _NOT_ shoot the control tower thingy with the
   radar dish. Keep blasting at the Gunpods until you get the bonus.
   (Takes about 8 or 9, IIRC)

* Level 3 *

1) Before the mini-boss, destroy all of the saucer-shaped weapon carriers.
   A red one will then appear. Destroy it for the bonus.

2) During the mini-boss fight, green Gunpod carriers and red Reflector
   trucks will show up. Destroy these until you get the bonus. (Requires a
   combined total of around 8, I think.)

3) Just after the mini-boss, some big huge thing will show up at the top of
   the screen. Destroy it, then quickly destroy all the garbage it spews.
   The Blade works wonders here, and it just so happens that a few of the
   Nattern here carry them. A Vulcan or Juno can help as well. Unless you
   have the Schabe, where almost anything that fires foward works
   (especially the Wasp :). A Flash will also be awarded.

* Level 4 *

1) When the submarine shows up, destroy the hull (not the controlling
   tower). The tower will then launch. Destroy it (and quickly, before it
   starts spewing shots all over the place). A Juno will be awarded.

2) When you get to the second section, take the lowest route possible until
   you reach the elevator. After the elevator, keep going on the path you
   are on. You should reach a PKB-11d Parzival (humanoid-type mech) sliding
   down the ramp on its bum; blast it for the bonus.

3) Just before the end, destroy the girders on the ground for the bonus.
   If you got the bonus above, there will be an enemy at this point. Don't 
   destroy it entirely, but disable it so it crashes into the girders. 
   Easiest 100000 points in the game, probably, unless you have to do it 
   the hard way. If so, nail it with a Juno or Hedgehog set to bottom, or a
   top mounted Grenade.

* Level 5 *

1) When you fly over the wall, just before the "mini"-boss, there will be a
   series of bars that rise and fall. Destroy them for the bonus.

2) If you're playing as something other than the Schabe, grab the Grenade
   before you face the Mini-boss, because it will make this a lot easier.
   To get the bonus, you must knock down the boss four times. To accomplish
   this, you have to destroy one of its "weak points". Here is a partial
   list of parts that cause an instant knock down:

   a) Arm Armour: When this boss fires the screen-filling shots, you can
      hit one of its arms (left or right). If you can destroy the armour
      protecting either arm, the boss will fall over, and lob a box at you.

   b) Arms: After blowing off the armour, destroying the arms themselves
      will also result in a knockdown.

   c) Hands: These are incredibly easy to destroy. When the boss jumps into
      the background, avoid plasma shots and such, and try to end up on the
      right side of the screen before it jumps at you and tries to swat
      you. Back up a bit to get out of the way, and when it lands, you can
      fly right up to the hand and blast it off. And if you blow one off,
      the boss sometimes jumps back into the background again (after
      lobbing a box) and does this again. Blow off the other hand for
      another KO!

   d) Head: There are two sections to the head armour, and blowing off
      either results in a knockdown. Knocking off the head, however, kills
      the boss and you don't get the Bonus. :)

3) Towards the end of the level, 3 laser ships will appear in the
   background. One of them is red. If you have a Wasp, you can nail it now.
   If you don't have one, fear not. The formation will attack later on, so
   blast it then.

* Level 6 *

1) After you have eliminated one of the thrusters, little pods will show up
   from time to time. Every now and then they'll release an enemy; every
   now and then the enemy will be red. Shoot it.

2) Blast three of the above mentioned pods.

3) When you get to the boss, every so often a section will raise up from
   the top. Destroy it. Then, after defeating the boss, a jellyfish-like
   thing will attack you. Destroy it for the bonus.

* Level 7 *

All) Three red fighters will show up at various times during this level.
   Nail them.

::: Boss Tactics ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  Here are some descriptions of the bosses and mini-bosses in the game, and
some tips on how to beat them. And, if all else fails, there's always the
Solarstriker method: just survive and the boss will leave/die. You'll get
a "Timeout" for your boss repulse time, and receive no bonus points.

M = Mini-boss                   B = Main Boss

* Level 1 *

M) SPJ-15 "Greif": If you're looking for a quick kill, aim for the head. 
   Simple but effective. Blasting its lower section for the Secret Bonus is 
   a bit more difficult, since it takes more hits than the head. Having an 
   downward-angled weapon such as the Flash helps immensly. Otherwise, stay 
   still until it stops jumping around and fires at you. Move to avoid the 
   shots and blast at the bottom section. The instant it moves, stop 
   firing, or else you'll hit the head. Also, if you are playing on Hard, 
   watch out, because it will mosey on over to the left side of the screen
   from time to time.

B) SPKB-03 "Drache": Aim for the body section where the arm/head thing
   joins the rest of it and blast with everything you've got. After you 
   have destroyed that section, seperating the head, aim for the red area. 
   If you do not succeed in destroying it, and it grows the head that 
   shoots the purple laser, aim for the head to completely destroy it.

   Zach's Normal Mode Record: 0'07"

* Level 2 *

M) SKP-04 "Garnele": Keep destroying parts of it until is completely 
   destroyed. The weak point is in the front, just above the claws. If it 
   starts spazzing out, head up; it's about to charge. If it stiffens up, 
   it's about to do a jumping attack. In either case, just stay in the 
   upper left corner. Watch out for the shooting claws; destroy them if you

B) PGZ/L03 "Spinne": Blast at the "head" in the middle section. If you 
   cannot destroy the boss before it starts attacking, then take out the 
   huge weapon arms. Then start blasting the "head" again. On Hard, watch 
   out for the fleet of fighters that it will launch after you destroy a 
   set of weapon arms. Also on Hard, after you destroy the second set of 
   weapon arms, the second set like to launch missiles and stuff at you,
   while you're dodging fighters from behind and blue "donuts" from the 
   front. You can fly through the center of the "donuts" without damage.

   Zach's Normal Mode Record: 0'07"

* Level 3 *

M) SPKB-08 "Gecko": When you first get to this boss, just aim for the
   center lasers. Destroy them quickly, or it will fire a criss-crossing
   laser not unlike the red/blue R-Type laser. If you see the yellow
   trucks, watch out for this. Try to get it to aim high or low, then get
   out of the way. Then, when it changes attack patterns, try not to cause
   too much damage until you have gotten the Secret Bonus. After that, or
   if you do not care about the Bonus, aim low. Its weak point is the green
   area that is protected by its legs. This is easily accomplished with the
   Blade Gunpod, if you use the fireball-motion to extend it (see Gunpod
   section for more details). Also, always destroy the red Reflector trucks
   ASAP, or the mini-boss will fire a laser attack that severly limits your
   room to move, while continuing its green laser attacks. If you have to
   deal with this laser, head for the opposite side of the screen
   (vertically speaking) from the truck, and move toward the truck as the
   laser fires.

B) PR-01 "Gustav": Aim for the head; watch out for the fists. If you have a 
   powerful weapon (even a Schabe with a Lv. 3 Cannon qualifies, if you 
   are on Easy), do not worry much about the "yo-yos" that it will launch;
   just blast them back or destroy them altogther. Unless you're pinned on 
   one side of the screen, in which case you avoid them altogether. Watch 
   out for the rush it sometimes makes at you. Also, a hatch may open on 
   its back which will launch homing missiles. If you see it coming, fly 
   behind the boss. The missiles will hit the boss, doing some damage for 

* Level 4 *

M) EU-46 "Salamander": As this boss swims, watch out for the mines it 
   launches in the air. When they land in the water, head up. The mines 
   will explode in the water, which can take you down. Your targets are the
   head and the black thingy. Try to blast off the head ASAP, so you can 
   cause critical damage to it while it's still swimming, which is a lot 
   easier. When it jumps out of the water and hangs on to the pipe, it will
   try three attacks: whipping you with its tail or knocking you out of the
   sky with one arm. It will swing one arm around twice, then aim for you 
   on the third swing. Watch out also for the homing missiles and the blue 
   plasma blast. If you have a normal ship, try to get the Juno (Secret 
   Bonus 1) before this battle.

B) SPKB-04 "Sturmvogel": After you destroy this boss's shield, it will get 
   armor installed from somewhere. When that happens, just aim for the 
   top/front of it. From time to time this boss will leave and some 
   hover-bike type things with Gunpods will arrive. Take them if you need 
   them. Most of this boss's attacks are easily avoided, such as the small
   missiles and the arcing thingies, but if it starts launching those large
   homing missiles, watch out! The only consistent method I've found to
   avoid that attack is to destroy the Sturmvogel before it can launch it.

   Zach's Normal Mode Record: 0'18"

* Level 5 *

M) SPKB-06 "Ausf A Gestell": This "Mini"-boss is a true bastard. His weak
   point is his head, but you're not always in a position to hit it there.
   Aim for whatever you can. The first two green boxes contain Wasps; get
   them if you can. When he jumps into the background, avoid his plasma
   shots by flying in a circular pattern. Watch out for the spinning disks
   on the ground. When they explode, they send up a large geyser of flame.
   When he jumps and swats at you from the background, you're in a good
   position to blast off his hands, provided you avoid the swat. Good luck!
   You'll need it. (See the "Secret Bonus" section for more tips on
   fighting this boss.)

B) SPKB-07 "Ausf D Duerer": This boss can be a bugger too. The head, as
   usual, is your main target. If you can, destroy his Cannon and Vulcan
   weapons. When his head glows blue, watch out for the triangles that
   appear. They will fire shots at you. When he turns around, he'll launch
   missiles out of his backside that will come raining down on you. And be
   careful for the screen-filling yellow laser. Try to remember a safe spot
   on the screen to head to when he fires it. Or if you are caught
   off-guard, remember you have until the yellow lines widen before they
   actually cause damage. Finally, he too has a rush attack, so head for
   the other side of the screen when he tries it.

* Level 6 *

M) This stage has no mini-boss, but I'll use this space to describe your
   objective. Your mission, should you chose to accept it, is to knock out
   two launching thrusters from a gigantic spacecraft. Your target is a
   little above where the thruster is attached to the craft itself. You
   have about two mintues and 30 seconds to knock them both out. All the
   while, pesky little enemies will be on your butt the whole time.

   Timeout: You get the "second ending".

B1) SS-01 "Schwarzgeist": This orbital platform can be a pain, but really
   is not too bad. First off, you want to destroy the spinning disks before
   they start shooting lasers at you. Your main target, I believe, is the
   part between the top saucer and bottom section. If you see a little
   saucer raise from the larger one, blast it, so you can get the Secret
   Bonus later on. When you see a yellow glow, head for the bottom right
   part of the screen. This yellow glow preceeds the same screen-filling
   laser than the level 5 boss had. While you are down here, you can cause
   some damage to the bottom section. In fact, I recommend this, since the
   4 bottom sections fire a stream of homing missiles at you. Also the top
   section fires a bluish-green shot at you, which itself fires shots
   perpendicular to its path. Also watch for the boss to fly into the
   distance and shoot homing lasers at you. (The music during this battle
   is the best in the game, IMHO.)

B2) If you knock off the top mini-saucer during the main boss fight, the
   Jellyfish-like thing will attack you. It will fire either a Spread-like
   or Vulcan-like shots at you, then pull off a rush attack. It does not
   take many hits though, so try to blast it ASAP. I nailed quickly with
   what was left over from my Vulcan cannon from the main boss fight.
   Beware: if you lose to the Jellyfish, when your next ship arrives you
   have to start with the main boss again, and it's up to you whether or
   not you want to try the Jellyfish again.

   Timeout: Wilson Tam reports that if you timeout during the Jellyfish
   battle, lasers will come from above and destroy it.

* Level 7 *

M) No mini-boss here either. But this level doesn't need one... Anyway, if
   you're pretty well armed and want to be a complete wuss, just set your
   speed to max and fly in one direction vertically for the whole level.
   The EOS ships won't get to you, but this is a rather boring way to get
   to the boss. (However, if you're playing on Hard and have no continues
   and one life left, you might not want to take chances.)

B) HYPERION UCS Mk.XII: The final boss is one big-ass mech. First off, I
   wholly recommend increasing the speed of your fighter to max right off
   the bat. It'll start off by launching little green things which fly
   around rapidly. Blast them all before they start firing lasers at you.
   After you nail them, head downward _immediately_, because the boss might
   return fire with one _huge_ blast. Finally, he'll come see to you
   personally. Your target is the area above the cannon looking thing he
   has. But, watch out. It will fire two kinds of fireballs at you: The
   blue ones are slower, but follow you around the screen. However, you can
   outrun them if you have full speed. The red ones will head out a bit,
   flash, then book to your current location. They're a pain when the boss
   fires one or the other, but when it fires both, have fun. Sometimes, it
   will jettison its midsection at you, so watch out. After that, it will
   head to the left side of the screen, and fly either straight up or down.
   You can get a few free hits on its approach, but you want to be on the
   right side when it takes off. And then it will repeat with the green
   things and the megablast again. Keep an eye out for the EOS UFG Mk. IX
   if you run out of ammo. (Or use the Schabe :) Oddly enough, you won't
   receive a message from Hyperion after this battle. I wonder why.. :)

   Timeout: Wilson Tam reports that if you timeout during this battle,
   you're the one who gets blasted.

   Zach's Normal Mode Record: 0'38"

::: Gallery Checklist :::::::::::::::::::::::::::::::::::::::::::::::::::::

* How to get all 100 pictures *

  At the end of this section you'll find a complete and uncut listing of
all the Gallery picture titles in the game. But first, you're going to
have to endure my detailing how to obtain each and every one of these
pictures. So if you're missing a few, listen up.
  To get all 100 pictures, you have to perform the following 7 Tasks.
Notice that contrary to popular belief, ratings have nothing to do with the
pictures you get. (At least, they didn't for me.) Also, you get nothing for
getting all 100 pictures, except getting all 100 pictures. :)

1) Obtain all 12 Gunpods.

   For every Gunpod you obtain, you will earn a picture of it in the
   gallery. Also, you'll earn the "Illustrations" picture. It may be
   possible to get this picture another way, but isn't earning a Gunpod the
   easiest of these tasks?
   Pictures Awarded: 
00-Illustrations                24-Gunpod-Vulcan
25-Gunpod-Cannon                26-Gunpod-WASP
27-Gunpod-Spreader              28-Gunpod-Grenade
29-Gunpod-Hedgehog              30-Gunpod-Juno
31-Gunpod-Blade                 32-Gunpod-Riot
33-Gunpod-Flash                 34-Gunpod-Mosquito
35-Gunpod-Python                41-W.A.S.P.

2) Beat the gameon Easy with the Astrea FGA Mk. I

   Pictures Awarded:
11-ASTRAEA FGA Mk.I             39-ASTRAEA FGA Mk.I

3) Beat the game on Easy with the Endymion FRS Mk.II 

   Pictures Awarded:

4) You guessed it. Beat the game on Easy with the Endymion FRS Mk. III

   Pictures Awarded:

5) Beat the game on Easy with any ship but the Schabe.

   Pictures Awarded:
01-Start it up                  02-The Capital Raider
04-The night attack             05-Behemoth
12-SPJ-15 Greif                 13-SPKB-03 Drache
14-SKP-04 Garnele               15-PGZ/L-03 Spinne
36-Blue ace                     40-PT-08s Uhu          
42-PT08 Uhu                     43-PT-08s Uhu
44-PW-104b Schabe               45-PA-09 Angler
49-KH-09 Drohne                 50-PGZ/G-12 Trilobit
51-PGZ/A-03 Kaefer              52-KP-05g Schnecke     
59-DRACHE-assault mode          60-DRACHE-walking mode
61-Hangar                       63-Lunatic attacker
67-The armored troops           68-Demon halo
69-The desert trap              71-Found target!                
85-PT-08s Uhu                   86-PA-09 Angler
87-PA-11b Libelle               88-PKB-07a Star
94-KH-09 Drohne                 95-PT-08 Uhu
96-PT-08rs Fledermaus           97-KP-05g Schnecke     
99-SRF/Pilot Suit

6) Beat the game on Normal with any ship but the Schabe.

   Pictures Awarded:
06-Predator's eyes              08-Machine's Lair
16-SPKB-08 Gecko                17-PR-01 Gustav
18-EU-46 Salamander             19-SPKB-04 Sturmvogel  
46-KH-16 Floh                   47-KA-04 Natter
64-Edge of destiny              65-Hand of Lorelei
66-Steel sentinel               72-Heavy metal
74-KH-17 Schwalbe               75-KB-02 Qualle
76-KH-13 Loewe                  77-PT-06 Kolibri
78-PKB-11d Parzival             79-VP-16d Vampir
89-KH-16 Floh                   90-KH-18 Muschel2
91-SP-01 Sacktrager             92-KP-02b Dackel

7) Beat the game on Hard with any ship but the Schabe.

   Pictures Awarded:
03-The front line               07-Hunting games
20-SPKB-06 Ausf A Gestell       21-SPKB-07 Ausf D Duerer
22-SS-01 Schwarzgeist           23-HYPERION UCS Mk.X II
48-"SPKB-07 Ausf D Duerer"      53-AD2246 Repair order
54-AD2250 Worthless machine     55-AD2253 Children's hideout
56-AD2269 Steel Fossil          57-AD2301 Second Moon
62-"The Duel"                   70-The false angel
73-Rising Monster               80-KH-14 Zikade
81-PT-09 Storch                 82-PKB-07e Jagdstar
83-PKB-07c Panzerstar           84-KP-07a Alligator
93-KP-07a Alligator2            98-EOS UFG Mk.IX

* The Complete Listing *

  Thanks go to Robert Little, who sent me most of these before I figured
out how to get them for myself. since I was using that darn Schabe all the
time. :)

00-Illustrations                01-Start it up
02-The Capital Raider           03-The front line
04-The night attack             05-Behemoth
06-Predator's eyes              07-Hunting games
08-Machine's lair               09-ENDYMION FRS Mk.II
12-SPJ-15 Greif                 13-SPKB-03 Drache
14-SKP-04 Garnele               15-PGZ/L-03 Spinne
16-SPKB-08 Gecko                17-PR-01 Gustav
18-EU-46 Salamander             19-SPKB-04 Sturmvogel
20-SPKB-06 Ausf A Gestell       21-SPKB-07 Ausf D Duerer
22-SS-01 Schwarzgeist           23-HYPERION UCS Mk.X II
24-Gunpod-Vulcan                25-Gunpod-Cannon
26-Gunpod-WASP                  27-Gunpod-Spreader
28-Gunpod-Grenade               29-Gunpod-Hedgehog
30-Gunpod-Juno                  31-Gunpod-Blade
32-Gunpod-Riot                  33-Gunpod-Flash
34-Gunpod-Mosquito              35-Gunpod-Python
36-Blue ace                     37-ENDYMION FRS Mk.II
40-PT-08s Uhu                   41-W.A.S.P.
42-PT08 Uhu                     43-PT-08s Uhu
44-PW-104b Schabe               45-PA-09 Angler
46-KH-16 Floh                   47-KA-04 Natter
48-"SPKB-07 Ausf D Duerer"      49-KH-09 Drohne
50-PGZ/G-12 Trilobit            51-PGZ/A-03 Kaefer
52-KP-05g Schnecke              53-AD2246 Repair order
54-AD2250 Worthless machine     55-AD2253 Children's hideout
56-AD2269 Steel Fossil          57-AD2301 Second moon
58-ENDYMION-cockpit             59-DRACHE-assault mode
60-DRACHE-walking mode          61-Hangar
62-"The Duel"                   63-Lunatic attacker
64-Edge of destiny              65-Hand of Lorelei
66-Steel sentinel               67-The armored troops
68-Demon halo                   69-The desert trap
70-The false angel              71-Found target!
72-Heavy metal                  73-Rising Monster
74-KH-17 Schwalbe               75-KB-02 Qualle
76-KH-13 Loewe                  77-PT-06 Kolibri
78-PKB-11d Parzival             79-VP-16d Vampir
80-KH-14 Zikade                 81-PT-09 Storch
82-PKB-07e Jagdstar             83-PKB-07c Panzerstar
84-KP-07a Alligator             85-PT-08s Uhu
86-PA-09 Angler                 87-PA-11b Libelle
88-PKB-07a Star                 89-KH-16 Floh
90-KH-18 Muschel2               91-SP-01 Sacktraeger
92-KP-02b Dackel                93-KP-07a Alligator2
94-KH-09 Drohne                 95-PT-08 Uhu
96-PT-08rs Fledermaus           97-KP-05g Schnecke
98-EOS UFG Mk.IX                99-SRF/Pilot Suit

::: Scoring :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  It seems pretty obvious that to get points in Einhander, you have to
shoot stuff. So what is this section for? Basically, to describe various
score-related stuff about this game in more detail than the manual.

* Multiplier Bar *

  At the bottom right-hand corner of the screen, you'll see a bar that
looks like this: x1 >>>>>>>>>>. As you shoot stuff, the bar will fill up,
and the multiplier will increase. As the multiplier increases, the number
of points you recieve from shooting down enemies will be multiplied by
your multiplier.
  However, your bar is always losing its charge. Therefore, to keep your
multiplier high, you must continue to destroy enemies.
  Destroying enemies with a Gunpod shot charges your multiplier twice as
quickly as your machine-gun. Also, hitting many enemies with one shot
(easily done with the Cannon, Flash, or Python) also charges up your meter
  If you can get your multiplier up to x16, then charge up your meter to
where it should go up to x17, it will flash red and give you lots of bonus
  (OK, all that _was_ in the manual. Oh well.)

* End of Level Bonus Screens *

  After you beat the boss of the level, you recieve two bonus screens. The
first one tallies up your bonus points for the level, as follows:

1) Shot down: Enemies shot down in the current level times 500 points.
   Notice that if you have died in the level, only fighters shot down with
   your current life are counted.
2) Gunpods Gained: Number of Gunpods acquired times 500 points. Again, only
   Gunpods collected with your current life are counted.
3) Boss Repulse Time: 300000 minus 3000 points for every second over 30 it
   took you to defeat the boss of the level. If it takes longer than 2'10"
   to beat the boss, you don't get jack.
4) Fighters remaining: For every ship you have left, score 10000 points.
5) Total: Your total bonus.

  Notice that at the end of the game, these bonuses are worth more. I'm not
sure how much more, however.
  Also, if you see the "Extended Play" message on this screen, you've
earned an extra life. This happens about every 2000000 points, I think. You
get the life at the end of the level that you score the 2 million, not when
you score it.

  The second screen compares your current game to your past games with the
ship type you're currently using.

1) Score for this level: pretty self-explanatory. The number of points you
   scored in this level.
2) Best Score: The highest number of points you've ever scored in this
   level. [NOTE: Your high score for the level only "counts" if you hadn't
   continued when you got there and beat the level without continuing.]
3) Difference: Did you do better or worse than your best? Green is good!
4) Subtotal: Your current score.
5) Highest Score: This is a bit complicated. I recieved a few E-mails about
   this, but I think Wilson Tam explains it best:

   "In your FAQ you mention how the highest score for level 1 doesn't
always match the highest subtotal.  I'm not sure but maybe it looks at the
level 1 subtotal for the highest scorer overall.  Here's an example (using
fairly even numbers to make things easier).

   1st play...
   1000000 points in the first level
   2500000 points total when dying on level 3

   2nd play...
   500000 points in the first level
   000000 points total when dying on level 7

   3rd play...
   1250000 points in the first level
   1500000 points total when dying on level 2

   Since the highest total score occurs in the 2nd play, maybe it takes the
subtotals in that game.  Just a thought.  I hope I've explained my theory
in a clear enough way.  (Hopefully the theory is correct too!  :)"

6) Difference: How you did compared to what the game claims your best
   Subtotal is.

* Rating screens *

  After you beat the game, run out of continues, or elect not to continue,
you will get to the Rating screens. These show various statisics about your
performance in the game. [NOTE: These rating screens are based on your
performance _before_ you continued. Any points you score, Secret Bonuses
you find, x16 bonuses, usw., after you continue do not count for the rating
screens. However, Secret Bonuses found after continuing do count towards
unlocking the Schabe.] The highest grade you can get in any area is an "S".
  The first graph gives you a grade in the following 6 areas:

1) Shot Down: Self explanatory - how many enemies you annihilated.
2) Score: I'm not quite sure about this one. It may have to do with the
   number of points you have, but I need to do more research here. :)
3) Boss Bonus: Your average Boss Bonus for this game. 300000 is perfect.
4) Highest %: The manual explanation for this is incorrect. This stat
   tracks not the higest multiplier you've gotten, but the number of times
   you've surpassed 16x. (You know, when your mutliplier bar flashes red
   and you get a bunch of points).
5) Tech Points: Want an S? Don't die. (Try _that_ on Hard. :)
6) S Bonus: The number of Secret Bonuses achieved. Perfect would be 21.

  Push down to get the Field Evaluation graph. This centers on one of the
above 6 areas, and tells you your exact score, exact number of Secret
Bonuses obtained, und so weite. It also gives your top score in the areas.
Push left or right to change what you're looking at.

  If you want to know how you've been doing in a particular area over your
last few games, pick the area you want to look at in the Field Evaluation
graph and push down. The Fight Evaluation graph shows what you've scored in
an area over your last 10 or so games, and tells you your overall average.
The letters and numbers at the bottom tell you the difficulty (E, N, or H)
and the highest level reached before continuing.

::: Miscellaneous Junk ::::::::::::::::::::::::::::::::::::::::::::::::::::

* Second Ending? *

  If you let time run out on level 6 instead of destroying the huge
spacecraft, instead of getting the usual "Game Over" screen, you will get a
sort of an ending. However, you have not beat the game yet...

* Why can't I save my game? *

  Oddly enough, this is the most frequently asked question about Einhander.
Einhander does not save what level you last got to, and you cannot restart
at any level except the first. (The Japanese version is an exception.
Although I don't believe you can save your game, the Free mode does allow a
stage select, but only if you've aquired all the Secret Bonuses in the
  What makes this an odd question (to me, at least) is the fact that
shooters that allow level saves are very rare, and tend to make said games
too easy.

* Wie sagt man "Einhaender?" (and other fun facts about the game's title) *

  First off, I'd like to clarify that I've purposely misspelled
"Einhaender" throughout this FAQ. Originally, I had it spelled correctly,
"a" umlaut and all. But that caused a lot of problems, since nothing but
the MS-DOS editor wanted to display it correctly. A common alternative to
umlauts is to put an "e" after the vowel (notice the "oe" in the Danke
schoen section). I elected not to spell Einhander this way throughout most
of the FAQ for the sake of search engines, because I'd imagine most people
who have little or no knowledge of German aren't going to enter
"Einhaender" into a search engine.
  That said, the narrator of the intro FMV mispronounces the name of the
game. He says it as if it truly were spelled "Einhander." However, those
little dots are there for a reason, and in this case they change the "ah"
sound (think British "can't") to a short e sound (like in "hen"). In other
words, it should be pronounced "Ine-hend-er".
  So, what exactly does "Einhaender" mean? There was some discussion about
this a few months ago on rec.games.video.sony, and basically the word
refers to a type of sword held with (get this) one hand. That would be
opposed to a zweihaender (think Siegfried from Soul Blade), which is a
sword held with (you'll never guess) two hands. 
  Note that most of the above info is coming from some American wielding
a crappy German dictionary and repeating what he's read on the Internet, so
if any of the above is inaccurate, well, you're getting what you paid for.

* The search for Free Mode... *

  As I mentioned in the Secret Bonus section, the original Japanese version
of Einhander contained a fourth difficulty option, called "Free". I'm not
sure what other differences the Free difficulty have from the others, but
what sets Free apart is the ability to stage select a level, if you have
gotten all three Secret Bonuses in that level.
  However, this option is not available in the US version, or either you
have to do something in order to access it. (In the Japanese version, it
was available from the start.)
  Oddly enough though, it appears to have been disabled, not completely
removed, from the US version. If you put the Einhander CD in a CD-ROM drive
and look through some of the files (namely the BINPACK0.BIN file), you'll
find that references still exist to Free mode and the Stage Select option.

* Pointless uses of the Select button *

  Here are a few uses of the Select button that may or may not have been
mentioned in the manual, but are pretty useless anyway.

1) Don't like the multiplier bar? Don't wanna know your score? Just press
   select and it will all go away.
2) At the end of each level, a screen will pop up with your bonuses for
   that level. Pressing any button will make your bonuses tally faster,
   while hitting select will make the screen disappear altogether. You can
   sometimes also cut of the message from Hyperion with the Select button.
3) Use it to skip the credits when you beat the game.

::: Revision History ::::::::::::::::::::::::::::::::::::::::::::::::::::::

Version Fuenf (12 July 1998)
        - Corrected many typos and other bloopers
	- Added pictures to the Gallery Checklist
	- Added some useless stuff to the Miscellaneous Junk section
        - Added notes to the Gunpod section about how the Astrea uses them
	- Added the location of a second Mosquito to the Gunpod section
	- More notes in the Secret Bonus section
	- More notes and boss names added to the Boss Tactics section

Version Sechs (15 July 1998)
        - Added "Know Thine Enemy" section
        - Rewrote how to get Level 5 Secret Bonus 2 (Mr. Grenade is our
          friend :)
        - Filled in the Gallery Checklist and the last missing boss names
        - Changed most references to "Die Polizei" to "Die Schabe"
        - Added in a few new notes here and there.
        - Fixed a few more of those tipos and inkorect gramer that keep
          popping up.

Version Sieben (28 July 1998)
        - Detailed how every picture is acquired in the "Gallery Checklist"
        - Added the "Scoring" section and moved the Rating screen info from
          "Miscellaneous Junk" to the "Scoring" section.
        - Addressed the most frequently asked question about this game in
          the "Miscellaneous Junk" section. No, you can't save your game.
        - Minor corrections and notes added throughout.
        - Removed some of the "Revision History", since it's too long and
          has nothing to do with the game itself.

Version Acht (27 September 1998)
        - Rewrote intro, since the CSOTN FAQ has, in fact, been written and
        - Added a few more translations (hopefully, correct ones) to the
          Know Thine Enemies section.
        - Added info about boss timeouts to the Boss Tactics section.
        - Just when we thought we knew how to get the Schabe...
        - The usual assortment of added notes and minor corrections.

::: Danke schoen! :::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  Thanks go out to the following people/places (in alphabetical order):

  Eric Bickle (psx0001@aol.com)
        - Eric's FAQ taught me where the Secret Bonuses and secret Gunpods
          are, among a few other things.

  Chris Cates
        - More insight on acquiring Die Schabe

	- Some German info.

  Gamewinners (http://www.gamewinners.com/)
        - Where I found the "15 Secret Bonus to get Schabe" theory, and
          the Level 3 Boss Homing Missile trick (see Boss Tactics).

  Robert Little
	- Gave me a more complete list of Gallery pictures and some more 
	  boss names.

  Mark Maestas
        - Info about Free mode in the Japanese version.

  Nick (kzc7@maristb.marist.edu)
	- Info about the Subtotal "bug".

  Fred M. Sloniker  
	- For information on the Astrea and many nits picked. :)  
  Squaresoft (http://www.squaresoft.com)
	- Some of the boss names.
        - I understand that they (or their parent company in Japan) may
          have had a role in the production of this game. :)

  Wilson Tam
	- Info about the Subtotal "bug" and Boss Timeout info.

  Richard Uyeyama
	- Various strategies for getting Secret Bonuses.

  Nick Zitzmann
        - Reported that you can, in fact, get the Schabe with the Astrea.
          He also pointed out a misspelling.

::: Legal Crap ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  This Einhander FAQ is (C) 1998 Zach Keene. As Grand Poo-bah of
Copyrightedness, I grant upon thee the following rights:

1) Thou mayst give this FAQ to whomever you so choose. The key word here is
   "give". If anybody gets paid for this, it darn well better be me. :)

2) Thou mayst put this FAQ up on thine website, so long as it remains
   completely intact. And I do mean completely.

  Einhander is a trademark of Square Co., Ltd. (C) 1997, 1998 Square Co.,

::: Auf Wiedersehen! ::::::::::::::::::::::::::::::::::::::::::::::::::::::

  This version, I leave you with the ultimate secret of Einhander, as
somebody posted to alt.games.final-fantasy:

        1) Shoot everything that moves.
        2) Don't get hit.


Zach Keene
27 September 1998
Author of the Final Fantasy Walkthrough, Einhander FAQ, the
Castlevania: Symphony of the night Walkthrough/FAQ, and the Mortal
Kombat II Forgotten FAQ


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