S U P E R    M A R I O    W O R L D :

                      S U P E R    M A R I O    A D V A N C E    2


                                B O S S    F A Q


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T A B L E    O F    C O N T E N T S
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Preface
Minibosses
Bosses
Version History
Legal Stuff
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P R E F A C E
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Yo, downstreet on the flipflop, timepants! Welcome to my second FAQ ever for
GameFAQs! This guide is to be used for the kicking of SMA2 boss butt. I hardly
think that you'd need help against them, but hey, someone may have a problem
with one of them somewhere in the world! Thus, I have come to aid thy troubles.

Our fat protagonist, Mario, has many moves at his disposal. Now, for those who
are having difficulties against a specific boss, you may need to review these
maneuvers. Hence, that is why, before anything else, I shall list all of the
Super Mario Bros.' various attacks.

Walk: Just press the D-pad left or right. Fairly useless, but that's why we
have...

Run: Hold down the B button and press left or right on the D-pad. If Mario has
enough room, he will stick his arms out and break into a sprint after a few
seconds of running. Helpful, and necessary.

Jump: Our lardass friend will make a graceful hop into the air with a single
tap of the A button (the longer you hold A, the higher he jumps.). If you hold
left or right on the D-pad and/or are running, you can do a Running Jump.
Fascinating, isn't it? NOTE: Due to being far thinner than Mario, the eternal
understudy, Luigi, can do a Running Jump that goes nearly twice as high as
Mario's. He also floats for twice as long as Mario, so use him for the tricky
platforming levels!

This is Mario's basic weapon against his enemies.

Spin Jump: Mario will turn into a whirling fortress with a click of the R
button. This will not send him as high as a regular jump, but it will let him
deflect off of any spiked enemies (SWEET!) and make any non-spiked enemies
disintegrate. Again, the longer you hold the R button, the higher our porky pal
spin jumps. NOTE: If you have a Fire Flower or a Cape Feather activated on
Mario when doing a spin jump, he will shoot fireballs in both directions and
whirl his cape around him, respectively.

Throw Fireball: When Mario is Firey, he can toss deadly fireballs with a tap of
the B button. Sadly, you can't aim them very well (as they just bounce along
the ground), and many enemies are immune to them (BIG pain in the ass.)

Cape Twirl: When Mario is Caped, he can spin his fabricated wonder around him
with but a flick of the B button. Pressing B rapidly will allow Mario to become
a spinning kamikaze, and even better, you can move him along the ground while
he does this! NICE! The downside is that an enemy must be right beside Mario to
be hit, but at least most enemies are vulnerable to it (actually, just about
every enemy except the invincible ones can be killed with it.)

Grab: Walk up to a grabbable item while holding B, and Mario will grasp them
between his midget hands. You can pick up Koopa shells, P-Switches,
Mechakoopas, Grab Blocks (well, duh), keys, and even Goombas!

Fly: First off, Mario must be Caped. If he is, then here's what to do: find a
flat piece of land, clear of obstacles, and break into a run. When Mario starts
sprinting and sticks his arms out, press and hold the A button. When Mario
reaches the apex of his jump, let go of A and immediately hold B. DO NOT LET GO
OF B WHILE FLYING. Mario should grab his cape and hold it like a parachute.
From here, you can...

Nose Dive: While flying, press in the direction that Mario is facing, and he
will tilt forward, zooming toward the ground. If you happen to hit any enemies
on your way down, they will die instantly, and if you hit the ground near a
bunch of enemies, the earthquake will shake them up and even kill them if they
can't be shaken up. (i.e. Koopas and Goomba will fall on their backs and be
stunned, but Shelless Koopas go down in one hit anyway, so they are killed.)

Float: Hold in the opposite direction that Mario is facing, and he will tilt
backwards and slowly float to the ground, albeit while gaining a lot of
distance in the level.

Body Slam: While Floating, if Mario hits an enemy, it will be killed and Mario
will zoom back up into the air, all the while speeding up, thus gaining more
ground.

Stay Airborne: If you just want good old-fashioned flying, get into the
'parachute' position, then do this: as soon as Mario begins to float down, tap
in the opposite direction he is facing, and Mario will bob up in the air. You
should be able to keep a steady altitude if you keep doing so. If you time your
bobs correctly, you can gain even more height!

Use Spare Item: By pressing Select, and item that you have in your Spare Item
Box will fall to the ground, enabling Mario to use it. (VERY helpful.)

Well, that's it. Now that we've done a nice little review of our maneuvers,
let's get on to Minibosses!


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M I N I B O S S E S
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R E Z N O R

Locations: Vanilla Fortress, Forest Fortress, Chocolate Fortress, Valley
Fortress

Yep, that's four locations that these guys appear in. And man, are they easy.
The arena is a flat platform, with four rotating platforms in the middle, with
a rhinoceros-type creature called a Reznor on each one. All you must do is hit
these platforms from below, thus making the Reznors fall into the lava. Their
only means of attacking are shooting fireballs, but fortunately, these
fireballs travel very slowly and are easily dodged.

Once you knock two Reznors off their platforms, the bottom platform, the flat
one, will begin to crumble from the inside out. Quickly leap onto a vacant
Reznor platform, as you don't want our intrepid little plumber to die a firey
death, do you? From here, wait until your platform is lined up with another one
of the Reznors', and hit them. After knocking off the last Reznor, there will
be two seconds of nothing (don't die here, it sucks!), and the level will end.


B I G    B O O

Location: Donut Secret House

If you take the secret exit out of this level (and if you don't know where that
is, check out one of the SMA2 Walkthroughs on GameFAQs), you are thrust into a
battle with the Head Cheese himself, the Big Boo. The battle is VERY simple and
VERY easy, but I'll tell you what to do anyway. The arena floor consists
entirely of Grab Blocks, which is your weapon against Big Boo. Simply grab a
block, and chuck it up towards Big Boo. It should hit him. Big Boo will then
turn transparent (during which time he is invincible), move to another part of
the arena, and reappear. The only obstacles that you have to avoid are his two
Boo Buddy cronies, which shouldn't even be a factor during the fight. Two more
hits will bring Big Boo down. You're rewarded with an entrance to the Star
Road. Fairly suitable, if you ask me.


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B O S S E S
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I G G Y    K O O P A

Location: Iggy's Castle; Yoshi's Island

Now, this battle is just a joke. I can end this fight in about 5 seconds, it's
that easy. Your arena is a tilting platform floating on a pit of bubbling lava.
Iggy is also on the platform, and his only attack is tossing out rolling balls
which are insanely easy to dodge. To defeat Iggy, you must knock him into the
lava. When the platform tilits in your specified direction, jump on Iggy's head
and he will be thrown backwards toward the lava. Repeat until he falls in, and
you win. Easy, easy, easy.


M O R T O N    K O O P A    J R .

Location: Morton's Castle; Donut Plains

This battle is, believe it or not, even easier than the last one. The arena you
fight Morton in is a square room, and Morton will try to walk up the walls and
onto the ceiling, where he will attempt to stop you. What you must do is jump
on Morton's head three times. If you time your jumps right, you can kill him
before he even gets to the wall! If he does happen to get in a stomp, jump as
he hits the ground, otherwise Mario will be stunned for a second or two. Cream
this guy, and move on.


L E M M Y    K O O P A

Location: Lemmy's Castle; Vanilla Dome

This battle is even easier than Morton! I didn't even know that was possible!
Your arena has a floor made entirely out of pipes, which vary in height. Lemmy
and two decoys will pop out of these pipes every now and then, and you must
jump on the real Lemmy's head three times to win. The 'decoys' look nothing
like the real Lemmy, so you should be able to easily distinguish him from the
other two. Your only obstacle is a Podoboo deflecting off the walls of the
arena, but it is easily avoided. This is just too easy.


L U D W I G    V O N    K O O P A

Location: Ludwig's Castle; Twin Bridges

World 4 doesn't even have a name, but I always called it the Twin Bridges,
so...that's what I'm gonna call it! ^_^

Ludwig is the easiest boss in the game, easier than Lemmy. This boss arena is
the only one that spans more than one screen, so that's cool and and all. What
you must do to defeat Ludwig is, surprise surprise, jump on his head three
times. Ludwig will stand in the corner of the arena, and spit fireballs at
Mario. These are easily (I'm using that word too much...) avoided with a single
jump. Simply give him a good bop on the head between fireball shots, and he
will be hurt. After he does his little 'inflate, deflate' animation, Ludwig
will withdraw into his shell and spin around the arena. The only way this
attack can hurt you is if, say, your extreme incompetence does not let you hit
the A button and the shell hits you from the side. Otherwise, you can just jump
over it when it zooms by. After a few seconds of spinning, Ludwig will jump
back to the corner and you'll start the process all over again. Two more hits,
and he's down for the count. We continue...


R O Y    K O O P A

Location: Roy's Castle; Forest of Illusion

Now we get into the 'advanced' bosses; bosses that are just more difficult
incarnations of previous ones. This particular battle is exactly like the one
with Morton, except for one added catch: every so often, the walls will move
inward a bit. Henceforth, you must end the battle quickly, otherwise you'll end
up being a Mario pancake. That shouldn't be the main problem, however. The
problem with closing walls is that Roy will have an easy time reaching them,
equaling more stomps, and more trouble for you. Try to end the battle
posthaste.


W E N D Y    O .    K O O P A

Location: Wendy's Castle; Chocolate Island

Mmmmmmmmm...chocolate...

This battle is quite similar to your brouhaha with Lemmy. There are a few
changes to make the battle a bit tougher (well, it oughtta be, considering how
easy the fight with Lemmy was.) The pipes are all of uniform height now, and
there are two Podoboos bouncing around the arena, as opposed to one. Also,
Wendy does not keep her head out of the pipes as long as Lemmy did. It's still
pretty easy, though. Since you're probably a lot more skilled than you were
when battling Lemmy, the new obstacles should seem fairly moot.


L A R R Y    K O O P A

Location: Larry's Castle; Valley of Bowser

This is pretty much the same fight that you duked out with Iggy way back on
Yoshi's Island, with two more nuances: 1) three Podoboos jump up out of the
lava every now and then and 2) Larry does not slip back as far as Iggy did with
each hit. You should still have an easy time here, though. Can't you just smell
Bowser's Castle in the distance?


B O W S E R

Location: Front Door/Back Door; Valley of Bowser

This is it, the final battle, the last confrontation with the Big Enchilada
himself, Bowser. He attacks in the safety of his Koopa Clown Car, in three
phases.

When the battle begins, Bowser will swoop up and down majestically in his car,
and after four swoops, he will pause, reach into his car and throw out two
Mechakoopas, attempting to kill Mario once and for all. Playing the side of
righteousness, you must bop these Mechakoopas on the head, pick them up, and
toss them onto Bowser's noggin. Not too difficult, I hope. Two hits will make
Bowser rethink his plans, and let his understudies do the work...

Once Bowser flies off the screen in his car, Embers will fall from the sky onto
the arena floor, and take up every other space. Once the first Ember falls, get
right beside it, as this assures that none of the others will hit Mario. They
will eventually disappear, and Bowser will return for the second phase. Grab
the Super Mushroom that the princess tosses out (only if you need it, of
course) and Bowser will attack again. This time around, Bowser will fly higher
up, and he will follow Mario around. When Bowser pauses, move out of the way,
as he will flip the car over, and a gargantuan bowling ball will come rolling
in your direction. Spin jump over it. Bowser will then fly around for a bit
more, and release another bowling ball. Spin jump over that one as well. The
next time that Bowser pauses, he will toss out two Mechakoopas, and you have to
repeat what you did in phase one (hit Bowser on the head twice.) Since he flies
higher this time around, you may need to jump and toss the Mechakoopas,
otherwise they will just deflect off of the car. Oh, and in case you haven't
noticed by now, the propeller on the car IS deadly to touch, so stay away from
it. Two more hits, and Bowser will fly off of the screen again.

Dodge the Embers that fall once more, and when Bowser returns, grab the Super
Mushroom that the princess tosses out (if necessary.) Things get tough with
phase three. The clown face will don an evil smile while Bowser bounces wildly
around the arena, attempting to crush Mario. When you need to pass under
Bowser, wait until he bounces then quickly dash underneath. After ten bounces
or so, Bowser will stop and toss out two Mechakoopas. Yes, you'll need to hit
him with these while he's bouncing. It's not as hard as it looks, and it's
much, much easier if you jump and THEN toss the Mechakoopas up. Two more hits,
and Bowser will be defeated! Woo hoo! Mario then rescues the princess! Awright!

Now you can watch the credits (and listen to the sweet song that plays during
them) and when you return to the map screen, press Select to go to Status. You
can see how long it took you to rescue the princess! Not much of a reward, but
hey, at least it's something!


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V E R S I O N    H I S T O R Y
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10\19\02
Version 1.0
Percent complete: 100%
The guide is complete! (For now, I may update in the future...)


/-------\
L E G A L    S T U F F
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This guide is copyrighted 2002 Cameron Fediuk. If you wish to post this guide
on your website and/or for personal use, feel free to do so, as long as you
GIVE ME CREDIT FOR IT. Additionally, this guide may not be altered, reworded or
changed in anyway. Otherwise, do as you will.


~end of document~