Game:       Gremlins 2 - The New Batch
System:     Nintendo
Genre:      Action/Adventure
Author:     Seraph 0
Real Name:  Andrew Almeida
E-Mail:     Seraph_0@Hotmail.com
Date:       October 23, 2004

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Table of Contents
-----------------

1.  Introduction
2.  Story
3.  Controls/Tips
4.  Items/Shop
5.  Enemies
6.  Bosses
7.  Passwords
8.  Walkthrough
9.  Review
10. Copyright

---------------
1. Introduction
---------------

Gremlins is one of my favorite movies. I liked the second Gremlins more then
the first, but only because it's comedic. They did a very go adaptation from
movie to game.

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2. Story
--------

Since the tragedy of Billy Peltzer hometown, Gizmo the Mogwai, has lived with
Mr. Wing for six years. Mr. Wing is approached by Clamp Enterprises to buy out
his shop, but has refused several times. Soon after, Mr. Wing dies and Gizmo
narrowly escapes the wrecking crew of Clamp Enterprises. Just when Gizmo thinks
he is safe, a genetic scientist from Clamp Enterprises picks him up and brings
him the Clamp Enterprises. While in the lab, Gizmo begins to sing and a courier
hears the tune and begins humming himself. Billy Peltzer, who happens to 
work at Clamp Enterprises, hears the hum from the courier. Billy asks where he
heard the song and the courier says he heard it in the genetic labs. Billy then
heads for the labs.

----------------
3. Controls/Tips
----------------

D-Pad    - Move Gizmo
Start    - Pause/Inventory
Select   - /
B Button - Attack
A Button - Jump

- Each Heart is two HP, so if one if the Heart throbs, it means you got one HP
  left for it.
- Attacking in mid-air causes you to stop moving and fall, which is bad if your
  over a pit.
- While jumping from conveyer belt to the next, {over a pit}, it's best to see
  what direction the conveyer belt is moving. If it's going your way, then let
  it do the work and jump at the right moment.

---------------------
4. Items/Weapons/Shop
---------------------

During the course of the game you can either find items, or buy items from the
spirit of Mr. Wing. You can enter a shop by finding the small door. You can
only buy one item at a time. As for weapons, you get them at the end of the
some stages.

Items:        Info:

Crystal       The currency of the game. These orbs are dropped by most enemies
              and you get twenty for one.

Light Bulb    A small light bulb that produces a bright flash once touched and
              destroys all enemies on screen.

Pogo Stick    Once touched, Gizmo begins bouncing about. It's basically a
              invincible item, and lasts about seven seconds. Don't jump over
              pits or onto moving platforms when Pogo Stick is engaged, because
              you will most likely not make it.

Stopwatch     Looks like a pocket watch. Once touched, the enemies in the
              stage will be paralyzed for eight seconds. Although they are
              paralyzed, they can still hurt you by touch.

Weapons:           Info:

Pygmy Tomato       Your first weapon of the game, which also means the weakest.
                   You throw small tomatoes that travel a short distance.

Match Stick        Found at the end of Stage 1-2. Slightly longer distance then
                   Tomatoes. Shoots fireballs from the tip of the stick. With
                   the Power Canister, you fire another fireball from left and
                   right sides of Gizmo.

Paperclip          Found at the end of Stage 2-3. Fires a small paperclip
                   straight ahead. Longer range then the Match Stick. With the
                   Power Canister, it causes a spread shot, which is
                   devastating at close range.

Paperclip Bow      Found at the end stage 3-3. Fires a small arrow straight
                   ahead. Has the longest range. With the Power Canister, it
                   fires three arrows in a 45* angle forward, {spread shot},
                   and fires another one arrow 90* left and right.

Fire Bow           Found at the end of stage 4-3. The strongest weapon in the
                   game. Fires a flaming pencil that explodes. The explosion
                   causes four small fireballs to fire outwards in a X pattern.
                   The power of the attack is 3x stronger then the other
                   weapons. With the Power Canister, the explosion is a
                   swirling tornado of fireballs that move outwards then
                   inwards.

Shop

Item:         Cost:     Info:

Balloon            10   Balloons are used to save you from pitfalls. If you
                        fall in, you automatically use the balloon and have
                        five seconds to get to safety. Max 5.

Gizmo Doll         100  A small, plush Gizmo Doll. Adds a extra life. Max 9.

Heart              100  A large heart. Adds one Heart to your max. The only
                        problem with this is that it only lasts to the end of
                        the stage. Max 4.

Heart Bottle       50   A small bottle with a heart on the label. Restores one
                        Heart. Max 4.

Power Canister     50   A long, blue cylinder with a P label. Allows you to
                        fire more projectiles. Depending on the weapon, the
                        direction of the projectiles changes and how many are
                        fired. Max 1.

----------
5. Enemies
----------

You come across a variety of enemies, including animals, genetic fruit, and of
course, Gremlins. This list is ordered by appearance.

Mouse
HP - 1

You first and basic enemy. Must be a mouse accidentally let loose from the
labs. Runs either up/down or left/right. If it hits a barrier, {like a wall},
it will either reverse direction, or go start moving the other direction, {from
up/down to left/right}.

Giant Tomato
HP - 4

A giant, genetically altered tomato. The geneticist were developing bouncing
tomatoes, so it would be easier to transport, but they must of accidentally
left some loose. It has no intelligence, but can be bothersome. It bounces
either up/down or left/right. Take your time and attack from the opposite
direction.

Bat
HP - 1

A bat accidentally left out from the genetic lab. Has no movement pattern,
meaning it moves randomly around the screen. It occasionally pauses for a few
seconds. Either carefully attack it when it's moving or wait for it to stop.

Spider
HP - 3, 2

Another escaped creature from the labs. Like the Bats, has no predictable
movements, but is slower. It can fire a projectile that travels vertically, but
rarely does. Once hit 3x, the Spider breaks into two, smaller Spiders. They are
a lot faster the big Spider and moves in a larger field. Another two hits and
the small Spider dies.

Mine
HP - 3

A proximity mine that tracks you. Once your close enough, it will activate and
will chase you after about two seconds and detonate after about one second. The
best strategy is to attack it when it's dormant.

Beanie Gremlin
HP - 2

A Gremlin with a large propeller hat. Very much like the Bats, because they
move in an unpredictable pattern and they pause occasionally. Like the Bat,
try to take out from a distance.

Smoker Gremlin
HP - 4

You should recognize this Gremlin from the movie. A larger Gremlin then most,
it's stands stationary and spews out fireballs. Also one of the harder Gremlins
to kill, because of it's HP and it rarely pauses from it's continual attack.
Another problem is that the fireballs have a limited homing capability. Try
attacking from an angle and use a hit and run strategy.

Hare Gremlin
HP - 4

Another recognizable Gremlin from the movie. This goofy Gremlin has a
rabbit-like head and buckteeth. Like a rabbit, to hops about as it chases you.
Either attack it head on, or see if you can get on to a platform where it can't
get you and attack from the distance.

Gremlin Claw
HP - 2

From the elevator scene with Phoebe Cates, these are the arms and claws of
Gremlins that pop out of the ground. They also fire small, spherical
projectiles. They can only fire in eight directions, {Up, Down, Left/Down,
etc.}, so attack them at an angle you won't get hit from.

Frag
HP - 2

This strange looking, living mines are stationary until you get close. Then
they move a super speed towards you and explode. The explosion will fire
three round, projectiles in a spread shot pattern and it aim towards you. Take
it out from a distance and dodge the fragments.

Medley Gremlin
HP - 4

Drinking the same formula the geneticist used on the Giant Tomatoes, {to make
them easier to transport}, the Gremlin changed into a vegetable/fruit Gremlin.
These Gremlins disappear and reappear, {I thinking into the ground, because
you don't see their lower torso}, and throw pineapples at you. The pineapples
explode into five slices. Three go down, in a spread shot pattern, and the
other two go diagonally left and right. When it starts to fade in, get on
either side of it and attack.

Bat Gremlin
HP - 4

It's a shame that the Bat Gremlin dies so quickly in the movie, because it was
one of the coolest looking Gremlins, aside from the Spider Striped Gremlin.
After been injected with Common Bat formula by the Intellectual Gremlin,
{not shown in the game}, this Gremlin sprouts large wings and turns black/gray.
The Bat Gremlin moves like the Bats, but when they pause, they flap their wings
quickly and creates six small tornadoes. The tornadoes move randomly around the
screen for several seconds. Either wait for them to pause or take them out as
the move.

Pygmy Gremlin
HP - 2

These Gremlins must have pop out of another Gremlins back to early, because
they are as big as Gizmo. They have no attack, other then their bodies.
Luckily, they are cowards, and seem to run away from you when you get too
close. Take them out at your own leisure.

Mad Gremlin
HP - 4

This crazy Gremlin is the one that was mistaken to be Gizmo. With a top hat and
wand, it spins about randomly, throwing top hats in a clockwise fashion. It
will stop for about one or two seconds, so when it stops, quickly attack.

---------
6. Bosses
---------

Here is a list of the bosses, straight from the walkthrough. If you loose all
your lives, you will be sent to the beginning of the last stage you were on.

Gremlin
HP - 25
Stage 2

Fairly easily. This large, gray and black Gremlin hops about while chasing you.
It's only attacks are it's body and it can slash you with it's claws. Since it
chases you, you can predict where it will go. So just let it follow you while
attacking it. Just make sure you have enough room to run away. Also, it
occasionally stops to laugh, so take advantage of it.

Electric Gremlin
HP - 35
Stage 3

After drinking a formula that increases bioelectrical energy, this Gremlin
turns into a living lightning. It hovers about the ground and chases you while
attacking. It's attack is an electric energy ball, {which is thrown}, forward a
few feet and explodes. The electrical explosion causes four smaller electrical
orbs to disperse in a X pattern. Then the orbs move randomly in their
respective, angular pattern. This can be difficult, but try to learn it's
attack pattern, like how far it's attack goes and the general area of the
attacks. Other then that, it can be an easy battle.

Striped Gremlin
HP - 35
Stage 4

Ditching the white, fuzzy mohawk from the first movie, this time around it is a
spiked mohawk of spines. This battle can be a pain, because of the spiked
floors and the fact the Striped Gremlin is quite fast. Like the other bosses
before him, this boss chases you and occasionally pauses. It's attack is an
Uzi, which it got from the weapons locker in the genetic lab. It's a
short-range weapon that fires several bullets just a few feet away from him. It
fires it quite a bit, so not only do you have to avoid him, you have avoid it's
rapid fire. There is however is a good tactic to fight it. Run around the
outside of the room, and turn around to attack when it pauses. Continue running
around until it runs away.

Spider Striped Gremlin
HP - 35
Stage 5

After drinking a black widow formula from the genetic labs, the Striped Gremlin
mutates into a spider. This is boss can be fairly easy once you know what to
do. Because of it's size you either stay on the lower portion of the level or
upper portion. It will move back and forth for a while then pause for about two
or three seconds. Then it will lunge down and begin walking back and forth for
a shorter period of time, before returning to it's original position. While it
does this, it attacks by throwing pulsating, orbs vertical, {I'm thinking it's
balls of webbing}. To kill this beast, stay in one position and attack it until
it pauses. Then either get between the legs or move to the side of the screen
where it is less. If you move in between it's legs, you will have to move with
it as it moves back and forth. When it moves back up, continue the pattern
until it burns.

------------
7. Passwords
------------

Here are the passwords for each stage. I believe you loose everything in your
inventory, {except for your weapon}, when you use a password.

Stage 1-2:    BVKF
Stage 2-1:    DXNH
Stage 2-2:    CGMW
Stage 3-1:    NJTD
Stage 3-2:    ZFPJ
Stage 4-1:    SHMC
Stage 4-2:    VLBB
Stage 5-1:    NXRD

--------------
8. Walkthrough
--------------

Cinematic: Gizmo sits silently and head down in his cage. Suddenly, a hand
           opens up the cage and Gizmo looks up. It's Billy Peltzer, your
           friend and owner. He gives you the thumbs up to get out of here.

Stage 1-1

Enemies - Mouse
          Giant Tomato
          Bat

Begin moving up, and carefully move around the pits. You will encounter you
first enemy, the Mouse. Take them out carefully and continue up. You will soon
encounter two more enemies, the Giant Tomato and Bat. Get off to the left side
and take out the Bats first, then take out the Tomatoes. Carefully jump on the
moving platform on the left. As soon as you cross the gap, another two Giant
Tomatoes, bouncing horizontally. Get beside the planet for protection and
carefully take out the fruits. Now go up and you will see a small door. This is
your first shop stop, so the selection isn't great. I would recommend the Gizmo
Doll, but it's your choice. Continue down and carefully jump over the next pit,
because there are Bats around it. One of the Bats will have a Light Bulb, {most
likely the first one you see}. There is also a Mouse on the same platform.
Continue left onto another moving platform, and jump to the next platform. You
will encounter two Bats, and one of them will have a Pogo Stick, {most likely
the first one you see}. Grab it and continue left, killing all enemies you see.
When you can't go left anymore, continue up, and you will reach an elevator and
the end of the level.

Stage 1-2

Enemies - Mouse
          Bat
          Spider

If you want an extra Crystal, go right and kill the lone Mouse. If not,
continue left. Be careful of the spike floors and make sure the Bats don't push
you over the edge. Continue up and stick to the sides, because you will
encounter your first Spider. Take your time when killing it and it's spawn.
Continue up, past the moving platform slowly move up. You will encounter two
Bats and a Spider, and of the Bats has a Light bulb. Continue right and you
will see a small platform to jump to, but it has a Spider and two Bats. Try
hitting the Spider at the edge of the platform. Hopefully the Bats are near and
get killed as well. Continue right then up and watch out for the Bats. Go up ,
and you will see another shop door in the cubicle. I suggest you buy the Heart.
Continue left and look for a Mouse, because it has a Pogo Stick. Use the Pogo
Stick to plow through the Spiders and Bats and you should reach a set of moving
platforms. When you reach the end, continue left and up, while taking out any
Bats. You will reach Billy's cubicle and you will receive the Match Stick.

Cinematic: Water accidentally spills on Gizmo and he begins to convulse.
           Several black Mogwais appear and approach Gizmo. They open up a
           vent, and push Gizmo in. They close the vent as Gizmo looks
           through the bars.

Stage 2-1

Enemies - Bat
          Mine
          Mouse

Begin moving up and you will see a spiked orb, moving left/right and a Bat. Try
to tale care of the Bat first and carefully pass the orb, {because it is
indestructible}. Continue up, taking out the Bat, but stop after the second
spiked orb. You will see an object on the left side. It's a Mine, so take it
out before you activate it. After destroying it, there is another on the right.
Continue up, and carefully jump over the electric wires and pit to the right.
Hit the Mouse for a Pogo Stick and go up. Take out the Mines and Bats, then go
right to see a shadowy Gremlin run to the right. Before continuing right, go
left to a shop. I recommend the Power Canister. Carefully follow the right
path, jumping over wires, pits and what obstacle comes your way. You will soon
reach an upward path, filled with spiked orbs, Spiders, wires and other
obstacles. With the Power Canister, it should help a little. Continue the path,
and after a Bat, you will see a Mouse to the right. Kill it quickly for a Pogo
Stick and haul ass up and left. After a few Bats, you will reach the final
path. The path consists of wires an spiked orbs. The area you have to jump in
is narrow, so be careful. When you finish that, continue up and you will enter
the next level.

Stage 2-2

Enemies - Beanie Gremlin
          Smoking Gremlin
          Hare Gremlin
          Skater Gremlin

This level has quite a bit of pits and spiked floors. Begin moving down and to
the left to encounter your first Gremlin, the Beanie Gremlin. Take it out, and
you will find two more to the left. After the Beanies, you will encounter a
Smoker Gremlin to the left. To kill this one, you will have to jump at an angle
towards the platform beside it and attack. You should also wait for it to
attack first, so you have a chance to jump and attack, without being hit by his
fireball. After killing it, continue up, past a moving platform and you will
see another Beanie and a spiked orb. Take out the Beanie, jump to the platform
with the spiked orb and quickly jump back. You will see a Hare Gremlin. Kill
it and continue right. After the second spiked orb, you will encounter Skater
Gremlin. Get to the left of the spiked floor that connects that platform to the
one with the Skater Gremlin. This way you are protected from it's bombs, while
you attack. Carefully jump to the moving platform on the right and watch out
for two Beanies. Continue up, past another moving platform and you will
encounter another Hare. Kill it and continue up to another Smoker. I wouldn't
bother with this one, so just go around it and up. Continue left, past a few
Beanies and towards another shop. If you lost your Power Canister, get it
again. If not get either other item. Continue up, and after a moving platform
you will encounter two Skaters, which could be a problem. Try to stay near the
edge of the spiked floor and attack, and hopefully you won't get hurt. You may
need to get closer for the farther Skater. Continue the path, jump to the next
platform and quickly jump back. Another Hare awaits you, so attack from a
distance. Continue the path and you will encounter two more Hares. After
disposing of them, continue down, past the two spiked orbs to a Skater. Kill it
and wait at the edge of the platform, because there is another Skater. Take it
out and continue the path. Take out the last Beanie, and continue the path to
reach the end of the level.

Stage 2-3

Your first boss. You will be in a small room with a cocoon that hatches.

Gremlin
HP - 25

Fairly easily. This large, gray and black Gremlin hops about while chasing you.
It only attacks are it's body and it can slash you with it's claws. Since it
chases you, you can predict where it will go. So just let it follow you while
attacking it. Just make sure you have enough room to run away. Also,
it occasionally stops to laugh, so take advantage of it.

After the battle a Paperclip will appear. Grab it and you finished the stage.

Stage 3-1

Enemies - Beanie Gremlin
          Gremlin Claw
          Hare Gremlin
          Frag
          Medley Gremlin
          Bat Gremlin

Begin moving up, and a Gremlin Claw will pop out of the ground and a Beanie
will Swoop in. Take out the Beanie first and watch where the Claw's projectile
moves. Attack it where it cannot aim, and before you continue up, take the
right path and take out another Claw. Continue the left path and another Claw
will pop out. This Claw will drop a Stop Watch. Grab it and continue on.
Attack the frozen Beanie, jump the moving platforms and the Stop Watch should
stop just after the moving platforms. Watch out for the spinning spiked ball
when you reach the next area. Time it so you pass and take out any Beanies
before you cross. Afterwards an Claw an Hare will be coming up next. Take out
the Claw first, then the Hare and then continue forward. After that, another
Hare, a Beanie and a shop door awaits you. Buy anything you need and continue
forward. You will reach a moving platform and see a platform with strange new
enemy, the Frags. Attack the two you can see and dodge their projectiles. There
are another two on the platform, so be careful when you attack them. Continue
moving from platform to platform and you will see another swinging spiked
ball. You will have to carefully jump to the platform near the spiked floor.
Continuing on, you will reach a kitchen, where the two Medley Gremlins will
appear. Be careful where you move, because the disappear and reappear. When you
see one, quickly take it out before it throws it's pineapple. Continue on and
after a moving platform, you will reach a graveyard set. Continue up and you
will be attacked by Bat Gremlins. Take them out quickly and continue up. The
next platform you have to jump on has two Claws, so take them out from your
platform. Then continue on, taking out the last Bat Gremlin and head towards
the exit.

Stage 3-2

Enemies - Beanie Gremlin
          Hare Gremlin
          Bat Gremlin
          Pygmy Gremlin
          Skater Gremlin

This level has quite a few hazards, so watch yourself. Begin moving up and
left. Watch the direction of where the conveyer belts are moving, and either
jump or move across with caution. Kill the Beanie and watch out for the
swinging spiked ball. The conveyer belt to the next platform is going left, so
carefully move around the swinging spiked ball and go up. The next platform is
a little tricky, because of the fire floors and there are two Hares and a
Beanie. Take the left path and wait for a Hare to show up. Kill it, go up two
platforms and quickly turn right. You will see a Beanie and Hare begin to move,
so kill them quickly. You now have to jump from a conveyer belt to another
conveyer belt. Walk on the left edge, and quickly jump and hold up. Then you
will see another problem, s spinning spiked ball, around a conveyer belt that
goes to a fire hazard. It's easier just to take a hit, then to time it right.
You can however, jump over the chain of the spiked ball. The next jump require
timing, because your jumping on three conveyer belts. Try just letting the
conveyer belt move you to the edge, before you jump. At the end, you will be
greeted by two Bat Gremlins. After taking care of them, the next moving
platform is another tricky jump. You have to jump over an electrical line, as
your moving with the platform. The next platform has Pygmy Gremlins, who are
easy kills, so just follow the path until you reach a Skater. Quickly take it
out and go down. Stay on the right edge, because of moving spiked orbs. After
two more Pygmies, another hazard course awaits you. You have to jump from
conveyer belt to conveyer belt, while avoiding fire and electrical hazards.
After the first course, you will be greeted by two Pygmies, then another hazard
course. When go through the second course, let the second conveyer belt move
you to the edge, before you jump. After that, continue right and into the boss
stage.

Stage 3-3

You will appear in Mr. Clamp's office, which is a small room, with a wall of
TVs. The Electric Gremlin will explode out of the ground and the boss battle
will begin.

Electric Gremlin
HP - 35

After drinking a formula that increases bioelectrical energy, this Gremlin
turns into a living lightning. It hovers about the ground and chases you while
attacking. It's attack is an electric energy ball, {which is thrown}, forward a
few feet and explodes. The electrical explosion causes four smaller electrical
orbs to disperse in a X pattern. Then the orbs move randomly in their
respective, angular pattern. This can be difficult, but try to learn it's
attack pattern, like how far it's attack goes and the general area of the
attacks. Other then that, it can be an easy battle.

After the battle, the Electric Gremlin will try to escape and the Paperclip Bow
will appear. Pick it up to go to the next stage.

Cinematic: Electric Gremlin will try to escape through the phone, but Billy
           traps it in call waiting.

Stage 4-1

Enemies - Beanie
          Mad Gremlin
          Hare Gremlin
          Frag
          Gremlin Claw

Begin moving up, past the two Beanies and you will encounter the Mad Gremlin.
Keep your distance and wait for it to stop spinning, then attack quickly.
Continue right, and stay to the right edge when passing the spinning spike
ball. After two Beanies and a Hare, continue up the path and take the left
conveyer belt. You will have to stick close to the spinning spiked ball and
jump over the chain. Once you get the rhythm going, time your jump to the
conveyer belt. After two Beanies, continue the path up and you will encounter
two Hares. Finish them off and continue right. You will see two paths. The
upward path has two Beanies, a Hare and a Frag, but it also has a shop. The
right path is an easy jumping course. Either way you end up at the same area.
Watch out for another Mad Gremlin at the end of the paths. Continue down, past
a small hazard course with a Beanie, then continue right. You will encounter
another Mad Gremlin, so finish it quickly. When you reach the area where you go
up, you will be treated to a jumping course where you have jump over electric
fields, while on a conveyer belt. It's easy once you get the rhythm, but the
last two courses has a Gremlin Claw in the middle of the second course, and one
at the end of the last course. Before that jump, go of to the side and wait for
the hand to pop up and attack it. Afterwards, head up to exit the level.

Stage 4-2

Enemies - Pygmy Gremlin
          Hare Gremlin
          Bat Gremlin
          Beanie Gremlin
          

Begin moving up. Take out the three Pygmies and go left through a small,
conveyer belt course. Remember, let the conveyer belt do the work, and jump at
the right time. On the next platform, jump on the first conveyer belt and
quickly jump back. This will cause a Hare to follow you and make it easier to
kill. Then carefully continue the path. After the spinning spiked orb, you will
encounter a Bat Gremlin, so watch out. Now you can either jump onto the moving
platform and jump over a hazard while moving, or use the conveyer belts. On the
next platform you will encounter a Beanie and two Hares. Continue right, you
will encounter a Hare and a tricky obstacle. You will have to get in the path
of a spinning spiked orb to get to the other side. Remember to time your jump
over the chain. Take out the three Beanies on the next platform and go right if
you need to shop. If not, go up. Carefully time your jump to dodge the swinging
spiked ball and jump onto the moving platform. Then jump onto the next platform
and quickly take out a Bat Gremlin. When you continue left, be careful of the
the spiked orb moving back and forth. The next bit has quite a Hares. When you
reach another swinging spiked orb, try to jump forward a bit and pull back.
This should cause the two Hares to follow you. Take care of them and carefully
pass the swinging spiked orb. Next you have to jump onto a moving platform,
then over a spiked hazard, onto a conveyer belt, which is near a swinging
spiked orb, and quickly over another hazard to the exit. If this is to hard,
use a balloon.

Stage 4-3

We enter a small arena with Gremlin spectators and a experimental cow. The
arena is filled with spike floor hazards, so you will have to be careful when
you attack the Striped Gremlin

Striped Gremlin
HP - 35

Ditching the white, fuzzy mohawk from the first movie, this time around it is a
spiked mohawk of spines. This battle can be a pain, because of the spiked
floors and the fact the Striped Gremlin is quite fast. Like the other bosses
before him, this boss chases you and occasionally pauses. It's attack is an
Uzi, which it got from the weapons locker in the genetic lab. It's a
short-range weapon that fires several bullets just a few feet away from him. It
fires it quite a bit, so not only do you have to avoid him, you have avoid it's
rapid fire. There is however is a good tactic to fight it. Run around the
outside of the room, and turn around to attack when it pauses. Continue running
around until it runs away.

After the battle, the Fire Arrows appear. This will give you the Fire Bow, the
most powerful weapon in the game. Grab them to enter the next stage.

Stage 5-1

Enemies - Beanie Gremlin
          Hare Gremlin
          Frag
          Gremlin Claw
          Mad Gremlin

The last stage of the game, so of course it has to be difficult. If you have a
lot of Balloons, you may want to just fall in a pit and use the Balloon to
travel across the level. First you have to go up, jumping from conveyer belt to
conveyer belt. Then go left and you will encounter a Beanie and two Hares.
Afterwards, you face another conveyer belt course. If you can, get to the small
conveyer belt and jump off it quickly, because the large one can be just as
annoying. Take out the two Frags from a distance, and continue down to
encounter a Beanie. Past the large conveyer belt is a Hare and spinning spiked
ball. If you want, go back across the conveyer belt and face the Hare there.
Carefully pass the spinning spiked ball, and carefully cross the conveyer belt.
You will have to jump onto a few more conveyer belts, each with some hazards
and enemies. The first conveyer belt your on has a Hare and is lined with drill
bits in the floor. The second has three Beanies and is lined with a fire
hazard. The last one has three Frags and a Hare, and is lined with electrical
hazard. The next area is a bit of a jumping course with Gremlin Claws popping
in the area you need to jump in. It also has a Hare. Continue up across a few
conveyer belts and a few Hares, until you reach a large conveyer belt. You will
have to jump onto a moving platform, which the area around it is surrounded by
electric lines. After that, you will land on another large conveyer belt with
two spinning spike balls. Quickly move across the conveyer belt and jump onto
the next platform. Continue right, and you will encounter a Hare and Mad
Gremlin. Afterwards, go into the shop if you need it, {I highly recommend a
Balloon to make the last past of your journey easier. Continue right and take
care of another two Hares. The next little bit is annoying. First there is
small conveyer belts to jump to and Frags waiting for you to get close. Next is
a fire field with a Hare, Beanie and more conveyer belts. In between these two
is moving platforms with electric lines around it. I suggest you use two
balloons to get across more easily. When you reach the end, you will enter the
final boss stage.

Stage 5-2

The stage is black and very large. Only because the boss is almost as big as
the screen.

Spider Striped Gremlin
HP - 35

After drinking a black widow formula from the genetic labs, the Striped Gremlin
mutates into a spider. This is boss can be fairly easy once you know what to
do. Because of it's size you either stay on the lower portion of the level or
upper portion. It will move back and forth for a while then pause for about two
or three seconds. Then it will lunge down and begin walking back and forth for
a shorter period of time, before returning to it's original position. While it
does this, it attacks by throwing pulsating, orbs vertical, {I'm thinking it's
balls of webbing}. To kill this beast, stay in one position and attack it until
it pauses. Then either get between the legs or move to the side of the screen
where it is less. If you move in between it's legs, you will have to move with
it as it moves back and forth. When it moves back up, continue the pattern
until it burns.

Ending

The Gremlins are all gathered in the lobby of the building, as Billy and Kate
look down on them. Billy gets a phone and taps it into the phone in Clamps
office. He yells to push the call-waiting button as he points the phone towards
the Gremlins. The Electric Gremlin is unleashed in a flash of lightning. The
lightning strikes the Gremlins, and they all melt. Billy, Kate and Gizmo watch
as the last Gremlin melts.

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9. Review
---------

Graphics    = 5
Sound/Music = 5
Gameplay    = 5
Overall     = 5

Like I wrote before, one of my favorite Nintendo games. Graphically, probably
one of the most detailed Nintendo games ever. The detail on the characters are
awesome, the cinemas are really well done, and the animations are great. The
only thing that might have been done better, is maybe more colors on the
enemies and less blending, but that's Nintendo for you. Sound/Music are top
notch as well. With a good amount tracks, {even one well done translation of
the theme from the movie}, and good Sound FXs, this is probably one of the best
sounding games for Nintendo. Maybe a few more Sound FX, but I don't hold that
against it. Gameplay is a great mix of action, adventure, and platform gaming.
The controls are easy to learn, even the jumping is done quite well. Overall,
if you can find this game and you still have a Nintendo, grab it, because this
is movie to game translation at its best.

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10. Copyright
-------------

Copyright 2004 - 2005 Andrew Almeida

This document cannot be used for profit, such as printing it in magazines.
This document may not be posted on any website without my permission.
You cannot reproduce this document and alter it to make it looked like
your own.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.