Learn how to access the Lihzahrd Temple after defeating Plantera and strategies for defeating the Golem boss, including its phases, attacks, and drops.
Once you've beaten Plantera, you will gain access to the Lihzahrd Temple, otherwise known as the Jungle Temple. You'll need the Jungle Key dropped by Plantera in order to open the door to get inside.
In case you end up dying, I recommend bringing a bed with you and building a small house to set your spawn point to.
The temple is quite dangerous. It has enemies that hurt quite a bit, and the temple is filled with high damage traps that inflict Bleeding. The boss room is located at the very bottom. You'll want to open the chests on the way, as the items inside are required to spawn the boss.
Golem Boss
Natural spawn conditions: Impossible.
Summoning item: Search for Lihzahrd Power Cells within the chests. They can also be crafted by [insert method here].
Golem 1st form
| HP | Damage | Defense | |
| Golem Head | 16,000/24,000 | 64/102 (melee), 36-58/72-116 (fireball), 56/112 (eye beam) | 20/20 |
| Golem Fists | 7,000/10,500 (each) | 59/94 | 28/28 |
The damage range for the fireball attack is dependent on health, increasing as its HP lowers. In its first form, it's not very dangerous. It can leap around and shoot its fists sideways. The fists can be easily jumped to avoid their attacks, or you can attack the fists with a weapon and it'll retract instantly. It will shoot fireballs which are easy to avoid as well. As it begins to lose health, it'll begin to shoot its eye beam. That's the real danger, which is harder to avoid than its other attacks, but it's not an overly huge threat to you if you can dodge well.
Golem 2nd form
| HP | Damage | Defense | |
| Golem Body | 9,000/13,500 | 72/115 | 26/26 |
| Golem Head | 11,000/16,500 | 80/128 | 32/32 |
Once you've dealt full damage to the head, it enters 2nd form, indicated by the head detaching itself from the body and becoming invincible. During this time, the fists will continue to attack with much added frequency if they have not been killed. The head will float around with impunity and continue its previous attacks, which are also in higher frequency than before. You must deal damage to the body in order to kill Golem for good.
Expert mode note: Golem offers no changes in expert mode beyond stat increases. Except for multiplayer people. He gets more aggressive the more people that are fighting him, so be careful. Also, not a change, but his hands are extremely dangerous in phase 2 due to the general damage increase of other moves, so take them out beforehand if you can.
Drops
Normal Mode
| Item | Chance |
| Coins | 15g |
| Greater Healing Potions (5-15) | 100% |
| Beetle Husks (4-8) | 100% |
| Picksaw | 25% |
| Golem Trophy | 10% |
| One of eight items | |
| Stynger + Stynger Bolts (60-99) | 12.5% |
| Possessed Hatchet | 12.5% |
| Sun Stone | 12.5% |
| Eye of the Golem | 12.5% |
| Heat Ray | 12.5% |
| Staff of Earth | 12.5% |
| Golem Fist | 12.5% |
Expert Mode
| Item | Chance |
| Coins | ??g |
| Shiny Stone | 100% |
Master Mode
| Item | Chance |
| Guardian Golem | 25% |
| Golem Relic | 100% |
Item Descriptions
- Beetle Husks. Used to craft Beetle Armor, which can either be Scale Mail or Shell. Scale Mail provides a particularly powerful damage buff as its set bonus. Shell provides less stats overall, but its set bonus greatly reduces damage taken.
- Picksaw. The Picksaw is the best pickaxe in the game for general purposes. It's a pick-axe (pickaxe & axe) while also having some of the fastest use time in the game, a +1 range bonus and being able to mine Lihzahrd bricks/traps. This is only beaten out by the Shroomite Claw (low range, fastest speed) and the Lunar Pickaxes (higher range, slightly faster use time).
- Stynger & Stynger Bolts. The Stynger is an incredibly powerful ranged weapon that fires exploding bolts (which you can buy from the Arms Dealer afterwards). The exploding bolts kind of ricochet, so they're great against fast moving targets or against mobs, or large enemies in general.
- Possessed Hatchet. This is a boomerang-type melee weapon, and a very powerful one too. Probably the best to use in general. It rapidly shoots hatchets that have homing capabilities, and several hatchets can be released at one time, similar to Light Discs.
- Sun Stone. This is the Sun version of the Moon Stone, providing a myriad of bonuses during the daytime. You'll be upgrading it into the Celestial stone.
- Eye of the Golem. I mentioned this in the Plantera Aftermath section. It provides a 10% crit chance boost and can/should be combined with the Avenger Emblem if you wish to use either of them.
- Heat Ray. This is a fairly powerful magic weapon. It deals high damage, the laser is instantaneous as well making it ideal for distant, fast moving targets like the Empress of Light and some of the Celestial Pillar enemies.
- Staff of Earth. This is a magic weapon that has very potent mobbing capabilities. It fires a large boulder that pierces 5 enemies, being destroyed on the 6th. It has high velocity and fast use time, so it can be used for single target purposes, but Heat Ray is better for that.
- Golem Fist. A launching flail-type weapon that quickly launches a golem fist and then retracts. Features auto-fire and can provide accurate high ranged dps for melee users.
Expert mode:
- Shining Stone. This is a neat accessory that rapidly increases your HP regen while standing still. The HP regen starts out at 10 HP/s and then increases to a maximum of 40 HP/s over time. It takes about 34 seconds to reach the cap. Using any tools or weapons resets it. Moving slowly will keep it at 10/s speed. If you actively move normally, it provides a measely 2 HP/s regen effect. Therefore, it's meant to be used as part of a face tanking setup where you don't move (such as sitting in a Honey pit).
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