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Fire Golem Boss: Two-Phase Fight

Din Arena boss guide: two phases, multiplayer scaling, attacks, Ice Rod weakness, drops, and reset rules.

Documented

The Fire Golem is a two-phase boss with a nasty second wind: reaching half health triggers phase two and restores it to full. Bring an Ice Rod if you have one—its hits deal triple damage to the boss.

Din's Flame item spriteDin’s Flame
Goddess Sword item spriteProgression reward

Starting the encounter

  1. Find the Din Arena in a compatible jungle or optionally tagged dry Overworld biome.
  2. Use its Din Campfire when ready. If the intro is already playing, a Fire Golem exists within the code’s 256-block search region, the campfire is on cooldown, or you carry Din’s Flame, it may refuse.
  3. The intro’s particle sequence summons the boss. The boss then plays a second entrance phase before normal combat.

Health and two phases

Solo phase maximum250 HP
Additional active player+40% base HP
Phase transition50% HP
Ice Rod damage×3

At the end of its introduction, the boss sets maximum HP to 250 × [1 + 0.4 × (active players − 1)]. On reaching half of its current maximum health in phase one, phase two starts and refills its HP to full. It increases attack damage to 10 and movement speed to 0.3.

Attacks and battlefield hazards

AttackPhase onePhase two
Jump slamCan begin within 7 blocks; 140-tick (7 s) cooldownCan begin within 8 blocks; 100-tick (5 s) cooldown
Impact16 damage within an expanded collision box, knockback and a circular magma floorSame impact routine
FireballNot activated by phase-one distance logicTriggered at distances above 4 blocks, on a 120-tick (6 s) cooldown after a short windup
Temporary magmaReverts after 200 ticks (10 s), or sooner on fight cleanupSame terrain-restoration system

The slam uses animation and particle cues; its impact can damage and launch entities near the golem. It temporarily turns solid floor under the impact into magma while skipping fluids. The code does not define one universal safe dodge window, so use the windup and landing cues rather than relying on a fixed timer.

Use the Ice Rod

The boss ignores fire damage. If an Ice Rod projectile is the damage source (directly or via the source chain), the boss multiplies that hit’s damage by 3. See Rods and tools for Ice Rod acquisition.

Drops on defeat

RewardAmount / chance
Din’s Flame1 (spawned in boss death logic)
Iron Blocks2–5
Magma Blocks2–6
Red Rupee50% extra roll

Leaving the arena and replaying

With no player within its roughly 40-block presence region for 600 ticks (30 seconds), the golem resets the arena and despawns. When defeated, it restores temporary magma, removes the boss bar and starts the linked Din Campfire’s post-fight cooldown. The source implements a five-minute nominal cooldown by ticking a 300-count value once per second.

Multiplayer and loot boundaries

The HP formula scales with the number of active players when the entrance finishes; the guaranteed flame is spawned as one item by the boss on death. This source does not promise one flame per participant.

All three divine flames → Din Arena structure →

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