Zelda Central

Games

  • Ocarina of Time Remake
Other games

Goron Mines (Dungeon 2) Walkthrough

Twilight Princess 100% Completion Walkthrough23 chapters
CoversGoron Mines on Death Mountain, from the entrance to the second Fused Shadow
DungeonGoron Mines (Dungeon 2): Iron Boots needed throughout; mini-boss Dangoro; boss Fyrus, the Twilit Igniter; dungeon item Hero’s Bow
RewardsHero’s Bow, Dungeon Map, Compass, Big Key (three Key Shards), 2 Heart Pieces (#21 and #22), Heart Container, Fused Shadow, Miiverse stamp (Hylian letter H)

Goron Mines is a two-floor lava dungeon built around the Iron Boots: you press floor switches with them, walk on magnetic walls and ceilings, and ride magnetic cranes. The entrance on Death Mountain opens only after you beat Gor Coron at sumo wearing the Iron Boots you won from Mayor Bo (see Death Mountain), so arrive with the boots in your inventory. Gather the Key Shards from three Goron Elders to rebuild the Big Key, win the Hero’s Bow from Dangoro, then topple Fyrus. The dungeon holds three Small Keys, the Dungeon Map, the Compass, two Pieces of Heart and, later, one chest you cannot open yet. Afterwards the story continues in Lanayru Province. Directions use the Normal Mode layout. Hero Mode mirrors the world, so swap left and right and east and west.

Entrance and lava halls

Iron Boots

First fire gates and the Iron Boots switches

Run down the ramp from the entrance and hop onto the first platform. Lava geysers erupt from below, so wait for each one to drop before you jump. Follow the grated walkways, slashing the wooden boards in your way, until a jet of flame from the wall blocks the path. Every flame jet in this first stretch has a floor switch beside it; the boots are what hold the switch down.

Beside the flame is a floor switch. Equip the Iron Boots and stand on it to press it fully down, which snuffs the fire for a few seconds. Take the boots off and run through. A second jet and switch follow: press it with the boots, sprint past the gap, make a U-turn and cross the plank before the flames return.

Red Rupee

Red Rupee and the lowering gate

Climb the ladder ahead and jump the gap. Beat the fire slug here and open the chest for a Red Rupee (20 Rupees). A monster hidden in the lava may spit fireballs; send them back with your shield.

Return to the centre platform and cross to the west side of the room. A third floor switch lies to the south. Stand on it in the Iron Boots, which snuffs the flame at the far north end, then run north before it relights, watching for fire slugs dropping from the ceiling. At the north end, hop onto the odd platform beside the gate, equip the Iron Boots and it sinks all the way, opening the gate. Go through and take the door into the next room.

Central chamber and the first Goron Elder

Small Key

Small Key and the rotating platforms

You arrive in the huge central chamber, which you will cross several times. Take the right-hand path down to a chest holding the first Small Key (of three). Climb back up and take the left path instead; wait until the rotating platforms lie flat before jumping across, then use the key on the locked door. A magnet is visible high above the chamber on this first visit; you cannot use it yet, because the cranes only start once you have pressed the Iron Boots switches further in.

Dodongo

Dodongos and the chain

The next room holds Dodongos, which breathe fire. Let one start its breath, run round behind it and slash the tail, repeating until it falls. Hop the small platforms over the lava, avoiding the geysers, and clear a second Dodongo, then a third at the north end. Without the bow, the sword on the tail is the reliable kill.

Grab the large chain and pull it back as far as it goes; this retracts a spiked block, but only while you hold on. Time the lava geysers, let go when they settle, run over the platforms and slip past the block before it closes. If you are too slow, pull the chain again. Leave by the door.

Water and the magnetic ceiling

Drop into the water, equip the Iron Boots and sink; your breath is limited, so move on. Walk to the underwater floor switch and press it: a magnet appears and pulls you up onto a magnetic ceiling. Walk along it to the door ahead.

Gor Amoto

Gor Amoto, Key Shard #1 and the Dungeon Map

Gor Amoto, the first Goron Elder, gives you the first Key Shard (1 of 3) and explains that the Big Key was broken into three. Open the chest beside him for the Dungeon Map, then the second chest for a Red Rupee (20).

Upper floors and the second Goron Elder

Ooccoo

Ooccoo and the magnetic walls

Climb the ladder behind the Elder and lift the shaking pot to find Ooccoo, who can pull you out of the dungeon and bring you back to this spot. Leave by the upper door. In the next room, wear the Iron Boots and walk across, passing the fire slug (you can still swing your sword in the boots), then remove the boots at the door.

Heart Piece #21

In the next room, step on the floor switch in the Iron Boots to be flung to the magnetic ceiling. Walk to the north-east corner and drop down beside a chest containing Piece of Heart #21. Put the boots back on to climb to the ceiling again, make the long walk east to the far door, drop down and go through.

Magnetic cranes

Back in the central chamber, beat the bulblins in the middle. Press the floor switch in the Iron Boots to start a magnetic crane. Stand on the central platform at the east end with the boots on; when the crane swings by, it latches on. Ride it north, remove the boots and drop.

Climb the ramp and press the next floor switch in the boots to start a second crane. Let it carry you to the far north, release, and head through the door.

Small Key

Tektite pool, key and block

Four red tektites skate on the water here; defeat them if you like. Jump in, sink in the boots and open the underwater chest for the second Small Key. Swim to the south-east grated corner, sink, and push the block into the cage so you can surface inside it and climb out. Press the next floor switch in the boots and ride the magnet to the ceiling.

Walk to the platform ahead and drop down. Press the next switch with the boots on and a magnetic field shoots across the room. Keep the boots on and step off the grated edge to be drawn onto the far wall. Walk round to the safe platform and release. The chest holds a Red Rupee. Slash the diamond switch to open a gate and run through before it closes.

Piece of Heart

Two Beamos, Heart Piece #22 and the rope bridge

The room beyond has two Beamos statues that you cannot harm yet. Wear the boots and climb the magnetic wall at the side of the room to the south-west corner, drop beside the chest and take Piece of Heart #22. Climb the wall again, this time toward the north end, and slash the rope to lower a bridge. Drop down and open the door with your second Small Key.

Outdoor courtyard

This open area is full of bulblin archers. Keep moving from cover to cover, shoot a few with the Slingshot, break the boards in your way and head west. Avoid the Beamos and look left for a chest with the third Small Key, then take it to the locked door on the far side of the courtyard.

Wait for the platform to level and jump across. A huge spinning platform has magnetic squares on both faces. Hang onto a square with the Iron Boots as it flips and step forward when you are upright. The face with three squares is easiest; the single-square face works if you hurry. Enter the door beyond.

Gor Ebizo

Gor Ebizo and Key Shard #2

Gor Ebizo, the second Elder, gives you the second Key Shard. Open the chest for a Yellow Rupee (10 Rupees), climb the ladder and leave by the upper door.

Link standing in front of a round wooden door in a red chamber

Mini-boss Dangoro and the Hero’s Bow

Magnetic wall and extra Rupees

Wear the Iron Boots and walk the magnetic wall to the room’s corner, then drop beside a chest with a Yellow Rupee. Go through the next door to the mini-boss room, which locks behind you.

Dangoro

Dangoro

Jump onto the large magnetic platform. Dangoro, an armoured Goron, slams down and drops the platform into a lower lava arena. His armour blocks most hits, but when he raises his fists to smash down you can slash his belly. Stay close, strike while his arms are in the air, then back off before the fists land.

After a few hits he curls into a ball and rolls at you. Equip the Iron Boots, grab him, and throw him; stand near the platform edge so he lands in the lava. Three tosses make him surrender. The platform rises and the doors unlock.

Hero's Bow

Hero’s Bow

Open the chest in the next room for the Hero’s Bow. This is the one dungeon where the main item is not in the mini-boss room. The bow replaces the Slingshot as your ranged weapon and carries up to 30 arrows. Aim at the rope above the bridge ahead and shoot it so the bridge falls and opens the route.

Beamos room, Compass and the third Goron Elder

Walk ahead and the first Beamos wakes, activating the rest. There are seven in the room. Shoot the red eye on each with an arrow when it faces you; once disabled they can be pulled back like statues. Behind the one at the west end is a large chest with the Compass. Shot Beamos stay disabled for good.

Pull back the Beamos at the east end and go through the door. Gor Liggs gives the third Key Shard, completing the Big Key. Open the chest in his room for a Purple Rupee (50 Rupees).

Route to the boss chamber

Torch Slug

Fire slug gauntlet

Back in the Beamos room, pull back the Beamos on the south side and enter. This hall has fire keese, fire slugs and Dodongos. Kill the keese, roll into the gate to knock it down, and shoot every fire slug off the ceiling before stepping across, because they drop and knock you into the lava. You can snipe Dodongo tails from range.

Near the end a Dodongo walks along a magnetic ceiling strip. Shoot it down, then step on the floor switch in the Iron Boots to rise to the ceiling. Walk over the locked door and shoot the diamond switch in the small tunnel above it. Remove the boots, drop down and go through.

Central chamber again

You return to the central chamber. Jump left to a chest with a Purple Rupee, then shoot the rope holding up the platform opposite. Cross, press the floor switch in the Iron Boots and ride the crane north. Release above the platform and take the north door.

Water Toadpoli patrol the water room; ignore them and jump across. Shoot the diamond switch on the high ledge to open the gate, pass the bulblins and Beamos in the next room, and keep going north.

Clawshot

Courtyard, the Hylian stamp and the Clawshot chest

You are outside again. Shoot the archers from a distance, then shoot the Beamos you avoided earlier and pull it away to open the door. With the Compass, a chest marker shows in the water: go to the east end, drop in, equip the Iron Boots, cut the boards and open the chest for the Miiverse stamp of the Hylian letter H.

A second chest sits on the highest walkway in the north-east. It needs the Clawshot from the Lakebed Temple, so leave it until later. It holds a Purple Rupee in the GameCube and Wii versions and a Miiverse stamp in HD. Come back with the Clawshot after the Lakebed Temple.

Climb the platforms, press the big switch in the Iron Boots to start a crane, and ride it to a massive bridge. Shoot the rope to lower a platform, drop onto it, and break the pots on the wooden ledge beside it for arrows and a fairy before taking the next door.

Kill the archers and the two ground bulblins, then shoot the rope on the next platform. A swarm of bulblins comes; defeat them and use the Big Key on the boss door.

Fyrus

Boss: Twilit Igniter Fyrus

Fyrus is the Goron patriarch Darbus twisted into a huge chained giant. The arena starts dark; when the jewel on his head glows red he tears loose and sets himself alight. Keep your distance and shoot the glowing spot on his head with an arrow, which stuns him. The spot is too far to lock on to, so aim by hand. Run to his feet, equip the Iron Boots, grab a chain and pull back until he topples. Remove the boots and slash the glowing spot on his face until he stands up. If the chain pull gives trouble, enough arrows into the same spot will also drop him.

Repeat the cycle three times. Fyrus swings his shackles and breathes a column of fire, but his attacks are weak if you keep moving. Darbus returns to normal. Take the second Fused Shadow he leaves; Midna names the Twilit King, Zant, then collect the Heart Container before she warps you out.

Chapter checklist

TypeItemWhere
Key Shard Key Shard#1 (Gor Amoto)Room above the magnetic ceiling, after the water room
Key Shard Key Shard#2 (Gor Ebizo)Past the spinning magnetic platform
Key Shard Key Shard#3 (Gor Liggs)Behind the east Beamos
Dungeon itemHero's Bow Hero’s BowChest after Dangoro
Dungeon itemDungeon Map Dungeon MapChest in Gor Amoto’s room
Dungeon itemCompass CompassLarge chest behind the west Beamos
Heart Piece#21Chest in the north-east corner of the ceiling room
Heart Piece#22Chest in the south-west corner of the two-Beamos room
Big Key Big KeyAssembled from 3 shardsGor Liggs gives the last shard
Small Keys3Central chamber right path, underwater chest, courtyard chest
Rupees RupeesRed x3, Yellow x2, Purple x2Chests along the route
StampHylian letter HUnderwater chest in the second courtyard
Ooccoo OoccooIn a potUpper level of Gor Amoto’s room
Boss rewardsHeart Container, Fused Shadow #2Fyrus Fyrus
LaterClawshot chest (Purple Rupee in the original, a stamp in HD)Highest north-east walkway of the courtyard

See Heart Piece locations, boss strategies and items and equipment for the full lists.

Google is changing how it surfaces content. Prioritize our high-quality Zelda guides and expert coverage in search results by setting ZeldaCentral.com as a preferred source.