Room 10: On Melting
Oh ho! A fight? Before you obtain a new weapon? Who could’ve imagined?
The huge Goron here can be taken out without much trouble, so long as you know the routine. The easiest way to proceed is to head to the edge of the metallic disc that you’re fighting on and clamp down with your Iron Boots to prevent you from sliding off. The Goron will approach you and get ready to strike, so keep your shield up. When he lifts his arms in preparation for his attack, slash at his belly a few times. He’ll curl up into a ball and start rolling at you, so immediately stop attacking when this occurs and hold down the A button. You’ll grab him and throw him off the surface of the disk into the lava.
Video Walk-through
Repeat this process three times before the Goron goes down for the count. When he does, he’ll let you pass through the southern door.
Room 11
Grab the Hero’s Bow from the chest here, then use it to slice the rope on the platform in front of you. This will lead you south into a room full of blockheads, none of which will be active when you approach them. If you attempt to leave via the southern exit, though, the blockhead there will suddenly activate, Cylon-like, which in turn activates all the rest of the blockheads in the area. If you kill the blockheads (by firing an arrow into their red crystal), you can pull them away from the pathways that they block. On the eastern side of the room, doing so will net you the Compass, while killing and moving the western blockhead will net you access to...
Room 12
The Elder here will have the last piece of the Big Key for you, as well as 50 rupees in a chest.
Room 13
Roll into the metal grate in front of you to knock it down. Before jumping across to the rock where the two salamanders await you, send arrows into their tails to destroy them. You’ll also want to shoot the fireslugs that are hanging from the ceiling ahead of your path; if you don’t take them out, they’ll drop down when you jump and knock you into the lava.
Move around to the next switch and flip it, then walk along the ceiling until you find the cave with the blue crystal in it. If you can avoid rousing the salamander nearby, it should be an easy matter to hit it with an arrow and unlock the path back to Room 2.
Room 2
The chest near the door here contains 50 rupees, but odds are it won’t fit in your wallet. Sever the rope on the bridge nearby with an arrow, then ride the magnets back to the northern end of the room.
Room 6
Jump across to the northern exit, then hit the crystal with an arrow to unlock the doorway leading on.
Room 7
There are a couple of chests that we didn’t point out in this room earlier. One is in the water, and one is in the far northwestern corner, behind the archers. The water one contains 50 rupees, while the one behind the archers is apparently inaccessible until you obtain the Hookshot or something similar.
Move back up and to the right, where the blockhead was lasering you before. Shoot out its eye, then pull it away from the wall to open a secret passage leading up a ramp. Kill the archers that fire at you from a distance, then work your way around to a switch. Flip it, then hop down and ride into the beam. As you ride along around the corner, fire your arrows into the rope holding the bridge there in place. When it drops, wait until you’re above it and drop down. Check the jars to the west for a Fairy before moving off to the east into Room 14.
Room 14
Move slowly into this room. When you spot the waist-high metal railing off to your right, stand behind it and use your bow and arrow to fire on the two archers atop the balconies further into the room. If you don’t kill them now, they’ll be large annoyances when you move down to snipe out the rope attaching the bridge leading on. Take out the horde of goblins that attacks you (spin attacks will be your friend here, obviously), then open the door leading into the main man’s room.
Boss Fight: Fyrus
Someone gone done tied up Fyrus. Luckily, you’re here to free him.
As is pretty par for the course, Fyrus isn’t difficult to defeat when you’ve got him figured out. He likely won’t even be able to attack you if you keep your distance from him, which is the first thing you’re going to want to learn to do. His most annoying attack is a circle of fire that expands from his body and takes up most of the room, but again, he shouldn’t ever be able to pop this off.
Video Walk-through
Fyrus’ body is dominated by two features: the large glowing spot in his forehead, and the four chains that are attached to each of his limbs. Attacking him will require you to use both of these features. First, run to one side of the room, then turn around and peg his forehead with an arrow. (He’ll usually pause at some point while walking after you, making this an easy shot.) When he’s blinded, run behind him and grab the ends of one of the chains that’s attached to his feet. With that done, quickly strap yourself into your Iron Boots and start walking away from the giant. You won’t move quick, but you don’t need to, as Fyrus will be walking away from you as well.
When the chain starts to pull taut, Fyrus will topple over and fall to the ground. Quickly tap A to drop the chain, un-equip your Iron Boots, then run around to the beast’s head and slash away at it. You’ll have to repeat this process a few times before Fyrus will finally be finished off. When he is, though, you’ll nab another Heart Container.
The Legend of Zelda: Twilight Princess
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- Fantasy Action Adventure
- Release: Dec 11, 2006 »
- ESRB: Teen







