Creator: Deckiller & Isrieri BGM: "Water Temple" from The Legend of Zelda: Ocarina of Time Fight BGM: "Boss BGM" from The Legend of Zelda: A Link to the Past Main Power-Up: Fire Flower 1-Ups: 2 Kelly: No
The first of Deckiller's temples to appear is also the only one with a boss. Based on the Water Temple from Ocarina of Time, it's one of the game's few stages that are heavily puzzle-based. Thankfully, it contains no locked doors. Regulating the water level is crucial to finding the way through. Hitting switches as you come to them isn't necessarily the best approach. If the stage's tricky design wasn't enough, it has its share of secrets as well.
The first 1-Up can be seen in the approach to the temple. The block in this picture is invisible, and contains only a single coin. However, on the other side, there's another hidden block with a vine. Climbing that will get you up to the bubbled shroom.
The second 1-Up is in the first section of the temple. All the way to the right, a ? block sits on a high ledge. Kick a shell or white block up and forward to throw it on an arc, and you should be able to hit the block that way. The mushroom will just scoot down to you, so collecting it's easy enough.
This is a stage where you don't want to hold onto the P-Switch. Activating it where you find it reveals a horde of coins all across the right side of the first section.
This tricky door can only be opened when the water level is low in the first section. If the water's up, it won't open. Beyond it is a small treasure trove with a leaf and a sign revealing the boss' weakness. Since this is a spoiler anyway, the secret is...well, just read the strategy below.
- To the right outside the temple.
- Under the bridge near the second 1-Up.
- Above the bridge before the first water level switch.
- Underwater after the first water level switch.
- In the air on the left side of the first section.
The paratroopas spawning on the right are your source of ammo. Arrghus is immune to fire and ice balls, but a shell can clobber it no sweat. Alternatively, it can be destroyed instantly with a spin jump (its hidden weakness). Link is also perfectly capable of stabbing it death.
With each hit, Arrghus rises back up from the bottom of the arena. After two strikes, it fires Arrghi upwards and more rapidly than before. Three hits puts it away for good.
SMBX doesn't require a surface underneath a door for the player to use it, so technically, the secret door could be entered at any time. However, this was prevented with the use of layers. In a past version, the door only appeared when the P-Switch was hit, but that made it too well-hidden for such a minor secret.
The boss of this stage generated a great deal of arguing among the judges. Isrieri originally designed the fight with Arrghi that could be picked up and thrown, and Arrghus only took two hits to defeat. It was deemed that Arrghi looked too unsafe to pick up, and were therefore too obscure for ammo. It was also decided that three hits were more fitting than two, so the fight was eventually revamped into what it is now.