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    FAQ/Walkthrough by Seraph 0

    Updated: 11/05/04 | Printable Version | Search This Guide

    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
    
    -----------------
    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.
    
    --------
    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.
    
    ---------
    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.
    
    -------------
    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.