The Darunia Cutscene is activated when the camera faces Darunia's direction in that room. Timestop can be used to lock the camera in a way that the camera faces the opposite direction by holding target as you open the door. If done correctly, you can navigate to the small key without watching the cutscene. If your camera moves in a way that it loads Darunia, the cutscene will start immediately. It is possible to climb a ledge and hold target as the cutscene starts to skip the majority of the cutscene, as you regain control after a few text boxes. This can be useful if you want the bomb/fairy pots on the right side of the room (see second video).
As seen in the video above, avoiding triggering the cutscene with timestop leaves Darunia in place, and re-entering the room normally still triggers the cutscene. For the cutscene to be cleared, the Darunia actor needs to successfully delete itself, which happens just after the sound of the boss door closing as long as Darunia is loaded. When watching the cutscene normally, this always happens, but if the cutscene is playing while you have control of Link after climbing a ledge during the cutscene as described above, then you need to keep Darunia loaded by keeping the camera facing roughly towards the boss door until it makes the closing sound.
In the video below, the cutscene is avoided with timestop, then triggered while Link is grabbing the hookshot target. Link then climbs the hookshot target during the cutscene, which causes it to give control back after a few seconds. Bottling a fairy brings up text boxes that clear the rest of the cutscene text, advancing it immediately to the ending animation of Darunia sliding through the door. The door is then kept on screen until the sound effect, at which point the cutscene is cleared, and re-entering the room doesn't trigger it.
The unloaded fire maze room is 2600 units above the boss door room, and the two are connected by a huge vertical shaft. Intended to be traversed downward by knocking down this huge pillar with the megaton hammer at the end of the dungeon, this shaft has a room transition trigger around 80% of the way up which, when touched, toggles which of the two rooms, upper or lower, is loaded. Touching that transition trigger while being launched upward from the boss door room makes it possible to enter the fire maze room while it’s loaded, meaning its doors are usable, allowing progress to the final couple of rooms before the megaton hammer minutes faster than normal dungeon traversal would allow.
The zombie jump that accomplishes this is an extension of the hookshot jump. When a hookshot jump is activated with death, Link dies before he leaves the ground, and the player has no control during the jump. This is insufficient for reaching the room transition trigger, but with ledge cancel active, Link's death is delayed by one frame. Dying on the same frame Link leaves the ground allows the player to retain control until Link hits the ground again ([zombie walking]), so combining a hookshot jump (using the heat timer to die) with ledge cancel makes it possible to move Link just far enough to hit the room transition trigger as he ascends the dungeon while dead, then land up in the fire maze room to be revived by a fairy.
If you don't have the hover boots, begin by getting ISG off the nearby fire keese. Killing or at least shielding the keese afterwards can be helpful, but it's still possible for the other keese to be a nuisance. Next, get ledge cancel with a bomb and the platform by the stairs. You can tell you got ledge cancel successfully by how the camera acts when Link moves around, but it's easy to be certain you got it if you press target and the camera fails to center behind Link. Last, if you're doing a setup that uses [Return A] to traverse the boss door room in first person, use another bomb for that.
These options are both trickier than they sound if you have ledge cancel without using Return A to make the camera follow Link normally, or if you're moving in first person. With ledge cancel, all inputs remain relative to the initial camera angle when you entered the room, then switch to be relative to the camera angle when Link reaches the hookshot target. The camera can shift erratically, but trying to move the same way and target at the same points every time make the camera more consistent.
It is possible in the first room to clip through the hammer blocks off to the right. This can be done with several methods that are explained on the clipping page. The three most common methods are explained below.
Get into the left corner of the door and blocks and align the B button with some of the chains on the door (see video for exact position). Pivot 180 degrees and drop a bomb (some kind of chu set up would work as well). Pivot back and push forward until the bomb hits you and you are boosted forward. On this frame hold up-left on the joystick to clip through the blocks.
This method is simplier. Simply get into the same position as the previous method, and triple stab the corner with the hover boots on. The third stab with the Biggoron's Sword allows you to clip through.
This method is even simpler. You can simply jumpslash clip through the blocks with a very precise angle and position. An easy setup is shown in the video below.
The block is not actually blocking the door, so it is possible, in the left side of the main room, to get up to the ledge without using the Song of Time to move the block. You can perform an angled jump and hold toward the ledge in mid-air to grab the ledge. Alternatively, you can hover up the platform, or you can do a megaflip from the platform that boosts upward into the air.
In the first room with green walls, you'll come to a ledge with a crystal switch and a block you must push. It is possible to clip through the block and land in the lower corridor to open the shortcut to the top of the boulder maze early as well as a key.
When you jump to the ledge, put away your sword and walk into the corner where the wall and the block meet. Press Z against the wall to line yourself up with the wall, then swing your sword. Now turn right and grab the block then let go (you might need to move just a bit forward to grab it). Now swing your sword once more and charge to do a spin attack to activate the crystal switch. Now pull out a bomb and shield drop it (don't shield drop too fast, make sure its above link's head before dropping it) then walk back into the corner, line up again with Z and hold forward. When the bomb explodes, it should push you through and you should land in the tunnel.
This trick will occasionally not work even though it seems to be set up correctly. Sometimes moving very slightly to the left before the first sword swing will increase consistency.
Sidehop after clipping as soon as possible and Jumpslash when close to the ground for safety.
If you make it up to the boulder maze bottom floor, you can get to the top by hovering. It is recommended you get one or both of the keys on this floor before hovering up, depending on your route. However, the above method is strongly recommended over this because its about 30 seconds faster and conserves bombs.
It is possible in the large fire maze room to get through the fire walls, which skips needing to use a key to go through the middle room. There are several ways to do this:
Probably the easiest way, a simple sidehop from a good position along the wall can get you through the fire.
If you superslide perpendicular to the fire walls, you have enough speed to get through it.
Using incredibly precise rolling, it is possible to hover from post to post above the fire maze, thus skipping it entirely. Due to its incredible difficulty, it is only useful in a TAS.
To defeat flare dancer, first jumpslash to store jumpslash damage on your power crouch stab. When the flare dancer jumps out of the center and starts spinning, hookshot it out and then crouch stab. Repeat this twice more (if using Master Sword) to finish the fight.
There are several important things to know about the fight:
On the right side of the room, climb to the top of the ledge near the hookshot tower. Get ISG and carefully hover down the long passage using bombs and bombchus. Who you reach the room Darunia was in, hover backwards until you are above the boss door. Then backflip into the Boss Door loading zone.