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A hangar for Einhänders.

This is the Hangar. Here you can find details on ships that Einhänder pilots can fly. Also, secret ships will be covered here, but only their characteristics when the player controls them.


Astraea FGA Mk. I[]

Astraea Mk

Astraea FGA Mk. I

The Astraea Mk. I is a steam-powered model that allows the use of two gunpods simultaneously. When a gunpod is equipped in the top position, it is mounted instead of held by the manipulator, which reduces recoil and allows some weapons to be fired directly ahead, unlike the Endymion ships. The control scheme is also slightly different, where the shoot buttons are bound to the position you want to fire. If two gunpods are equipped, the basic machine gun cannot be used.


Endymion FRS Mk. II[]

Endymion FRS Mk

Endymion FRS Mk. II

The Endymion Mk. II is the most adaptable fighter. It has the capability to carry 3 gunpods, each in a different slot, but you can only use one of them at a time. This feature allows the player, depending on the weapons acquired, the ability to counter any situation. The default machine gun is also not affected by the gunpod, unlike the Astraea. A drawback with this fighter is the ammo that it gets with every weapon is less than with the other ships, which makes it necessary to pick up weapons of the same type to re-stock ammo. Also, the need to change weapons in the middle of combat can be difficult. It shares the same manipulator characteristics of the Endymion Mk. III, such as holding the Cannon or Riot in an upward angle if it is on top.

Endymion FRS Mk. III[]

Endymion FRS Mk

Endymion FRS Mk. III

The Endymion Mk. III is a simpler ship, equipped with dual standard machine guns, and room for only one gunpod. The machine guns are not more powerful, but the twin bullets have a larger hit area, making it easier to hit various targets.

It is considered an easier ship to pilot because of less weapon management, but it has limited combat potential compared to the others. The ARM2 button will also fire both the machine guns and the equipped weapon at the same time.

PW-104b Schabe - "Unknown Fighter I"[]

Schabe-Special

The Schabe, as it appears on the Score Evaluation screen.

Unknown Fighter I is a Schabe, one of the police cars from Stage 1. It cannot use gunpods, but instead it's default machine gun can be upgraded, based on gunpods you pick up. The machine gun's level is tracked above your score gauge, at the bottom-right corner of the screen; the highest level is 20. It will also fire additional shots in varying directions (or homing), depending on your last obtained gunpod. Holding the gunpod button (ARM2) will activate the emergency light.

Unlike other ships, the Schabe cannot "unlock" gunpods for selection by picking them up.

Any cutscenes will be skipped (e.g after Stage 6).

It is unlocked by meeting the following criteria:

  • Achieve 15 (or more) different S. Bonuses in one play
  • On Easy, Medium, or Hard difficulty
  • As any ship
  • The game does not have to be completed, only reach a "Game Over" screen with the above criteria, either losing or winning. However, reaching 15 S. Bonuses requires getting to the end of Stage 5, at a minimum.

Astraea FGA Mk. II - "Unknown Fighter II"[]

Astraea2-Special

The Astraea FGA Mk. II, as it appears on the Score Evaluation screen.

Unknown Fighter II is the Astraea FGA Mk. II, an upgraded version of the Mk. I. It is identical to the previous version, except it has a red color scheme and it holds 9,999 ammo for any gunpod it obtains. This is by far the most powerful ship in the game, and makes it easier to obtain very high scores.

It is unlocked by meeting the following criteria:

  • Complete the game on Hard difficulty
  • As any of the starting 3 ships (the Schabe cannot be used)
  • Using up to a limit of 3 continues


Note: both "Unknown Fighters" can be unlocked simultaneously in the same playthrough.

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