Phases & Attacks:
- Phase 1: The Golem performs a ground pound (creating shockwaves), throws rocks, and charges across the arena.
- Phase 2 (Damaged): May become slightly faster or throw more rocks.
Weaknesses:
The Golem's head is its weak point, but it's often out of reach. Attacking its legs will cause it to kneel, exposing its head.

Strategy (John Morris):
Attack the Golem's legs with your whip until it kneels. Once it's down, jump and use your whip to hit its head. When it ground pounds, jump over the shockwave. When it throws rocks, either destroy them or dodge. If it charges, jump over it or use a well-timed whip spin for invincibility. The Axe and Boomerang (Cross) are excellent for hitting its head when it's exposed.
Strategy (Eric Lecarde):
Eric's double jump and spear vault are invaluable here. Use your spear to hit the legs, and when it kneels, use your spear vault to hit the head. Your double jump makes dodging the ground pound and charge attacks much easier. The Axe and Boomerang (Cross) are also highly effective sub-weapons for Eric against the Golem.
Rewards:
Orb of light, stage completion.
Patience is key. Focus on making the Golem kneel, then unleash your strongest attacks on its head. Keep moving to avoid its charges and projectiles.