Golden Treasure: The Great Green

Golden Treasure: The Great Green

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Artifacts: Where to Find and Use
By Hybrid
A list of all Artifacts and their uses
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Introduction
This guide serves to catalog the location and intended use of every Artifact.

In general, many (but not all) Artifacts can be:
  • Sold to Darktooth in Parts 1 and 2.
  • Sold to Delvers in Part 3.
  • Given to the Artist (for friendship and full animal masteries).
  • (Time of Creation) Offered to Rift (7 required).
However, most items have an intended use.

A note on Draak Feathers
As part of the story, you must defeat several other Draak. You keep their feathers as a memento, but this appears to serve no utilitarian purpose. Therefore I will not be listing anything about the feathers.

(Time of Creation) If you are holding Bloom's feather, then there will be some slightly altered dialogue when meeting with Bloom.

A note on research
In most cases, artifacts are unidentified and cannot be used until they are. Level 3 Air Mastery allows you to spend one Sun to research an item from your Hoard menu. You can also pay Darktooth to identify items for you (which is a very good idea). At Level 9 Earth Mastery (Psychometry passive skill), or with a certain Tarot Card (The Wheel of Fortune), research is instant and free.

A note on artifact use
Depending on the exact Artifact, they can be used...
  • From your Resting Spot menu.
  • From your Lair (Part 1) or Hoard screen (Part 2 and 3).
  • During a Dance of Destruction (there is an extra button to the right of Air).
  • As conversation options within events or character interactions.
It is impossible to just randomly use an Artifact during incorrect or inappropriate locations.
*** Part 1 Artifacts ***
The following Artifacts can be found during Part 1, or inherited when starting on Part 2 or 3.
Amber Circle
Where found:
During the encounter with the five Tailless hatchlings, attempt to communicate with the quiet loner.

In previous versions of the game, you could also attack them to get the Amber Circle. This was changed, and rightfully so.

Uses:
  • In Part 3, give this to the Artist when you first meet. The reaction will be unique and he will henceforth provide animal masteries for free.
Black Ball
Where found:
In the maze, you can randomly encounter an enemy called Firebearer. Defeat it without using firebreath attacks. Fire element is fine, but literal fire will cause an explosion.

This cannot be inherited. This does not need to be researched before use.

Uses:
  • Can be used in battle. Single use.
  • In the same maze, there is a weak wall that can be destroyed using a Black Ball. This makes the maze altogether more accessible, but is not required for full exploration.
Bloodstone
Where found:
Defeat the Lumberkin who wants to die in glorious battle.

Uses:
  • When viewing your Hoard, you can use this to gain a large amount of Fire mastery and a flat damage bonus until the end of the day.
  • Single use.
Crystal Fang
Where found:
Inside the mouth of the player Draak's Birther-Creator. You must sneak forward and quietly retrieve it. You must have either 11 Water points to get the Whiteblack to "divulge a secret", or 20 Water points to be perceptive enough to see the Crystal Fang yourself.

This kind of begs the question why her name was Emerald Flame. Shouldn't it be Lighttooth? :3

Uses:
You have the option to use it when clicking on your resting spot.
  • Using it during Part 1 displays blurry visions and grants 5 points to each Element.
  • Using it during Part 2 displays unclear visions and grants 8 points to each Element.
  • Using it during Part 3 displays vivid imagery and grants 10 points to each Element.
  • For reference, each elemental mastery level requires 10 points.
  • Regardless of when you use it, it causes a new treasure site to appear in the far east direction during Part 3 for that playthrough.
False Face
Where found:
Inside the maze you can enter during Part 1, you can find enkindled salamanders. You can either...
  • Offer to further enkindle them, which is a lie (Air check). When they give you the False Face, run away (Water check).
  • Fail either check above, and defeat their champion in a forced Dance of Destruction.
  • Ask politely for treasure, and defeat their champion in a Dance of Destruction.

Uses:
  • Trade it to the Delvers in Part 3 for a massive quantity of Shiny Things.
  • If you reject the Delvers' first offer, they will add Antimatter to their second offer.
Lodestone
Where found:
In the place where a bunch of Brightlings are seducing some Tailless Givers, quietly follow one and either...
  • Steal the Lodestone off his neck (Water check).
  • Attack him, then execute a Sneak Attack (via hunting interface).
  • Attack him, fail the Sneak Attack, and kill him in a Dance of Destruction.

Uses:
  • In Part 2, the Lodestone can be used to skip a Water check when going to meet the Spirit of the Green.
  • In Part 2, one treasure zone can be quickly solved by using the Lodestone.
  • In Part 2, using the Lodestone can give a decent (but not the best) advantage against Whisper.
  • In any of these cases, you still keep the Lodestone. It is not consumed.
Obstinate Stone
Where found:
Answer all three of the playful Water Spirit's riddles correctly.

This does not need to be researched before use.

Uses:
  • In the Part 1 maze, there is a slightly terrifying tunnel filled with horrible maim-kill-death-blades. Throwing in the Obstinate Stone will stop the blades from moving, and skip the otherwise required Earth check.
Poultice
Where found:
Buy from Darktooth for 10 Shiny Things, or from the Artist for 20.

This cannot be inherited.

Uses:
Use from your Hoard menu to heal yourself.
Refining Stone
Where found:
Inside the maze you can enter during Part 1, there is a spooky room with brightly glowing pools. The Refining Stone is there, free for the taking. If you want to grab this, it must be before you get the False Face. Getting the False Face will prevent re-entry into the maze.

Uses:
  • The Artist in Part 3 wants this for his project.
Shakestick
Where found:
Steal this from the No-Tails that are harvesting clay from the hill.

Uses:
  • Several treasure sites during Part 1 and 2 can be fully harvested by a single Shakestick use.
  • This can be used in battle. It is decent, but can't match your natural weaponry after a few Elemental levels.
  • This has only 8 uses. After it runs out of batteries, Darktooth will pay much less for it.
  • Due to a bug, the Delvers will always pay 100 shiny things for this, even if depleted. If you refuse the Delvers' first offer, they will destroy the Shakestick, rendering it worthless.
  • Although the path to the greatest number of Shiny Things is to harvest all the resource nodes and then sell, doing so eats up a significant number of days. It's not wrong to do zero mining and just sell it to Darktooth. You just saved several days, and can now afford all his information with some extra goodies on top.
Shinestone Bauble
Where found:
At the Whiteblack encountered very early on, either...
  • Scare it away with flame (Fire check).
  • Endure its mockery calmly (Earth check).
  • Taunt it (Air check).
Uses:
  • Just by owning it, all elements are boosted by 1 point.
  • You can give it to the Miniscs in Part 2 instead of giving them Shiny Things. They will compensate you with a small elemental boost, so it's an overall good deal.
Wakeleaf
Where found:
Buy from Darktooth for 10 Shiny Things, or from the Artist for 20.

This cannot be inherited.

Uses:
Use from your Hoard menu to gain a fairly pathetic amount of energy, but it can keep you going in a pinch, or add up by consuming many of them.
*** Part 2 Artifacts ***
The below treasures can be found during Part 2, or inherited when starting on Part 3.

Bezoar
Where found:
Beat Tempest's riddle contest. You must wager 10 Shiny Things.

Uses:
  • On its own, it doesn't seem to have any effect due to a bug.
  • This is one of the items wanted by the Artist for his project.
Blazing Tail
Where found:
Destroy a Blazetail. They can be found in a few of the hunting grounds: Bison, Ox, and Deer. The first animal of a hunting ground is guaranteed, but the other two are randomly selected from a list. You may need to try multiple times before Blazetails are available.

Uses:
  • Can be used to solve one of the Miniscs' requests, though they would rather have fur from a live Blazetail tail.
  • Otherwise, appears to be useful only as a paltry 5 Shiny Thing trade item. Almost not even worth it when other animals also drop Shiny Thing equivalents.
Boom
Where found:
Win a riddle contest with the Shriekers.

This does not need to be researched before use.

Uses:
  • Can be used in combat.
  • Single use.
Clansinger Pack ("Spiritclaw Clan")
Where found:
This is a tough one with a lot of variables. Your "wolf reputation" from the three wolf events must be at least "4", and you must have at least 50% Clansinger mastery.

These are the events and possible "wolf reputation" changes. Whatever you do, make sure it adds up to 4 or greater:

At their den
- Sneak attacking the guardian: -1
- Honorably defeating the guardian, and allowing it to escape: +1
- Eating the wolf pups: -3
- Sparing the wolf pups: +2
Note: Challenging, then fleeing from the guardian will result in the wolves not confronting you.


At their feast
- Telling them that their cooperation fosters weakness: -1
- Challenging to battle or song (Air or Reputation check), and winning: +2
- Challenging to battle or song (Air or Reputation check), and losing: -1
- Leaving out of Honor (Earth check), and they believe you: +1
- Leaving out of Honor (Earth check), but they don't believe you: -1
- Leaving out of disinterest, and your energy is >50%: +1
- Leaving out of disinterest, but your energy is <50%: -1


At the Dispersed
- Ignoring it: +1
- Speaking with it, and leaving peacefully: +1
- Sneak-attacking it under false pretense: -1


After doing these three events, the wolves confront you. If your "wolf reputation" is at least "4", and your clansinger mastery is at least 50%, you can take the two special options that are shimmering with silver color. You must then defeat at least one Clansinger (optionally two) in a Dance of Destruction.

This cannot be inherited.

Uses:
  • Reduced energy loss each day.
  • They unlock special (and very useful) options when dealing with Bloom.
  • If you have not returned the Woodstriders to Spiritwood, they leave at the end of Part 2. If you have returned the Woodstriders, they will stay into Part 3.
  • In Part 3, at the southernmost Tailless hut, your Clansinger vassals can be called in to kill the degenerate Clansinger guards and allow you access to the hut.
Crystal City
Where found:
Help the Miniscs until they give you the Perpetual Pyramid, and then leave them peacefully. After three days, the map's icon can be visited again. Go there and tell them they can move to your Lair.

Uses:
  • None apparent. Warm fuzzy feelings?
  • The description says it can't be traded, but you can sell to Darktooth.
Crystal Flower
Where found:
Help the Honeybuzz with their Lumberer problem. As if you need an excuse to go beat the stuffing out of a bear.

Uses:
  • (Time of Creation) In Part 3, Bloom will trade 250 shiny things for this.
Crystal Hive (Ruined)
Where found:
At any point when dealing with the Miniscs, rip their hive out of the stump.

Uses:
  • No apparent use except as a basic trade item.
Giant Pearl
Where found:
During the shooting star event, ask Fathom to trade.

Uses:
  • No apparent use except as a basic trade item.
Heavy Cube
Where found:
Answer Warden's math question. You must have 10 Shiny Things to wager.

Uses:
  • In Part 3, the Artist wants this for his project.
Living Labyrinth
Where found:
During the shooting star event, beat Fathom in a riddle contest.

Uses:
  • By clicking on your resting spot, you have the option to use the Living Labyrinth to gain Water affinity.
  • This is unlimited use.
  • Don't discount this -- it's a very worthwhile way to spend a day. If you unlock Intuition, you can instantly defeat Whisper with a sneak attack. Unlocking the 10th Mastery Level allows you to start buffing other Elements.
  • Can be used during Wisdom ending. See special note at the end of this guide.
Onyx Rod
Where found:
Vantage has this. There are two ways to get it:
  • Announce yourself at its territory border, enter its territory, challenge it to a contest for Treasure, and pass one of the available elemental checks (Water, Earth, or Air). This is altogether easier because it only checks one element and it's not insurmountable. Vantage will also accept 25 Shiny Things here.
  • Enter its territory unannounced, challenge it to a contest for Treasure, escape from the pit (Fire check), ambush Vantage (Water check), and demand additional treasure. The Water mastery required is quite high.

Uses:
  • It has no special use in its ordinary state.
  • In Part 3, there is a sci-fi location where you can awaken the Onyx Rod's power.
  • The Awakened Onyx Rod can be used in battle to completely heal yourself. This is a free action; the opponent does not counter-attack. If you do this, it will transform back into ordinary Onyx Rod. You can go awaken it again if you wish.
  • The Awakened Onyx Rod can be used as a Hoard option to completely heal you. If you do this, it will transform back into ordinary Onyx Rod. You can go awaken it again if you wish.
  • (Time of Creation) You can use the Awakened Onyx Rod to provide Rift with healing.
Perpetual Pyramid
Where found:
The Miniscs build this for you if you do everything they ask.

Uses:
  • At the start of each day, you may have one elemental affinity (permanently) increased by 1 point.
  • This boost favors whichever element is among your weakest.
Shining-Eye
Where found:
Pup-nap him from his Wolf Den.

This cannot be inherited.

Uses:
  • Slightly greater energy loss each day.
  • You can eat him as an option from your Hoard.
  • If the wolves declare you an enemy, you can trade Shining-Eye back to them to force neutrality instead. It seems a lot of trouble considering neutrality is easily achieved by -- you know -- not stealing their children.
  • He quietly disappears at the end of Part 2 -- hopefully returned to his pack.
Shriekers
Where found:
When the Shriekers invade your Lair, try to understand them (Water check) and offer to let them stay.

This cannot be inherited.

Uses:
  • Your nightly sleep is slightly less restful (Greater energy loss? Less health recovery? Unclear.)
  • They are the best answer against Whisper (equal to using Intuition skill), giving you a sneak-attack where other options put you on equal footing or worse.
  • You have a Hoard option to evict them for a tiny increase in energy and loss of Reputation. But since they help against Whisper, this is a silly thing to do.
  • They depart at the end of Part 2.
Silver Rod
Where found:
Darktooth gives this to you if you complete the Great Lesson.

Uses:
  • It has no use in its ordinary state.
  • In Part 3, there is a sci-fi location where you can awaken the Silver Rod's power.
  • If you earned this during your current lifetime by completing the Great Lesson (inheritance does not count), you are all but guaranteed to pass the Wisdom ending even without awakening it. I think this is meant to be an easy backdoor into the Wisdom ending if you start in Part 3.
  • Its awakened form can be used during the Wisdom ending. See special note at the end of this guide.
Silverfruit
Where found:
In an event with Brightlings, use your fire on the trees, then solve the logic puzzle. You must solve all the puzzles on your first try. If you make any mistakes, you are allowed to start over but can no longer earn the Silverfruit.

Uses:
  • If you show this to Darktooth, then Darktooth will steal it and give you 15 Shiny Things in compensation.
  • If you keep this to about halfway through Part 3, it will reveal its true nature and ask you some questions.
  • If you answer the questions in a way that demonstrates higher intellect, you will lose 4 days and a lot of energy.
  • If you answer in a way that doesn't lean toward sentience or instinct, you will lose 2 days and some energy.
  • If you answer the questions as though instinct-driven (Hunger, Hunger, Desire), you are released immediately and nothing bad happens.
  • It altogether seems to be a flavor/story object with no utilitarian use.
Sleeping Stone
Where found:
Give the hot spring spirit a proper farewell via Fire or Water element check.

Uses:
  • Click on your resting spot, and it can be used to completely heal and cure all diseases. This consumes the day.
  • Single use.
  • (Time of Creation) You can use this to provide Rift with healing.
Truffle
Where found:
Enter the Tusksnorts' truffle-hunting contest -- and fail. They give you a Truffle out of pity.

Uses:
  • This is a basic trade item, but Darktooth is not interested in buying it. The Delvers will pay 50 shiny things
  • The Artist accepts this as a peace offering, which is notable considering its relative lack of value.
*** Part 3 Artifacts ***
The below treasures can be found during Part 3. None of them can be inherited.
Antimatter
Where found:
Offer the False Face to the Delvers, and then refuse their first counter-offer.

Uses:
  • Using this from your Hoard will instantly kill you.
  • Can be used in battle to instantly defeat any opponent. Single use.
  • During the ending sequence, support Many-Times-Burned's plan. You will soon have a chance to use the Antimatter to skip an otherwise mandatory combat.
Curios
Where found:
You can get these from a few of the Tailless events, specifically:
  • In the southern hut, get past the Clansingers, and then run away with the items, or Destroy the approaching Tailless.
  • In the festival scene, attack with intent of claiming Treasure.

Uses:
  • By clicking on your resting spot, you can study them for a day to gain Tailless knowledge, which can be useful to unlock a secret dialogue option during the Compassion ending.
Darkspine
Where found:
Your "fierce survivor" rating must be at least 20 by the time you reach the end of Many-Times-Burned's trial, which is a quite high number.

During the trial, battling each opponent twice and consuming them is sufficient to earn the Darkspine. If you've taken other "survivor" actions throughout the game, then you have more leeway and can fight some opponents once or spare them.

Uses:
  • Just owning it makes you immune to fire and the True Song of Destruction.
  • During the ending sequence, support Many-Times-Burned's plan. You will soon have a chance to use the Darkspine to skip an otherwise mandatory combat.
  • Can be used during Wisdom ending. See special note at the end of this guide.
  • (Time of Creation) Can be used to prevent lava damage in the course of pursuing Vantage.
Elixir
Where found:
Bring the artist the three items he wants (or 150 Shiny Things for each missing item), and then ask him about completing the Treasure. Return to his dwelling the next day.

Uses:
  • Use it from your Hoard menu to completely heal, gain 100% energy, and gain +10 permanently to each elemental affinity. Single use.
  • Can be used during battle to completely heal, gain 100% energy, and gain +10 permanently to each elemental affinity. This is a free action (no counter attack). Single use.
  • Can be used during Wisdom ending. See special note at the end of this guide.
  • (Time of Creation) You can use this to provide Rift with healing.
Gold Choker
Where found:
On the battlefield where the local Tailless are fighting foreign invaders, observe without interfering, then loot from the battlefield. You encounter a Tailless Warrior defending a wounded elder. Attack and defeat the Warrior in combat.

Uses:
  • Just owning it boosts all elemental masteries by 4 points.
Hunting Headbone
Where found:
Attack the Tailless throughout Part 3. Soon enough, you will be attacked in the middle of the night by a cunning Tailless. Defeat it, and then choose to kill it or leave it for dead.

Uses:
  • Using it from your resting spot will increase your Fire affinity and expend the day.
  • Unlimited use.
Nightjaw
Where found:
During the trial of Many-Times-Burned, defeat Last twice and then consume him.

Uses:
  • Just owning it decreases enemy resistances in combat, although it is unclear as to what degree and whether it affects enemies without resistances. Resistances and damage types don't exactly get a lot of spotlight, making it nearly impossible to verify.
Pain-killer Brace
Where found:
During the trial of Many-Times-Burned, defeat Agony twice and then consume it.

Uses:
  • From your Hoard menu, you can wear this.
  • It is said to increase your combat ability at the cost of causing pain, but it is unclear through what mechanisms.
  • If you want to remove it, you can do so from the Hoard menu at the cost of a full day.
SECRET ARTIFACT
Yes, there is a very special Artifact in Part 3. I know it exists. I'm not going to talk about it.


Some notes about Artifact use during the Wisdom ending
Although I didn't originally intend this, I discovered that there are several artifacts that have a complex interaction with the Wisdom ending. The steps are detailed below:

1. After the paragons have made their case, side with Darktooth's Wisdom.

2. Darktooth will react based on your Darktooth Favor.
2a. If your Darktooth Favor is high, he will accept you gladly. Go to Step 3.
2b. If your Darktooth Favor is not so high, he demands tribute. If you can give him 400 Shiny Things, or the Awakened Silver Rod, or the Elixir, go to Step 3.

3. Many-Times-Burned will react based on your MTB Favor.
3a. If your MTB Favor is low, MTB doesn't care. Wisdom ending secured.
3b. If your MTB Favor is mid-to-high, MTB is angered and demands that you stay. Go to Step 4.

4. Many-Times-Burned demands that you offer tribute or join the Great Cleansing.
4a. You have two chances to join the Cleansing and reroute to the Survival ending.
4b. If you give MTB the Living Labyrinth, Darkspine, or Elixir, then you're good to go. Wisdom ending secured.
4c. If you stick to the Wisdom ending and offer no item, go to Step 5.

5. Many-Times-Burned uses the True Song of Destruction on you.
5a. If your Darktooth Favor is high, Darktooth bails you out. Wisdom ending secured.
5b. If you gave Darktooth the Awakened Silver Rod in Step 2b, Darktooth bails you out. Wisdom ending secured.
Otherwise, you must fend for yourself...
5c. If you have 10th level Earth mastery, you can counter with the True Song of Healing. Wisdom ending secured.
5d. If you own and have researched the Darkspine, it protects you from True Song of Destruction. Wisdom ending secured.
5e. If your current Health is at 99+ points, you can just tank it like a boss. Wisdom ending secured. Of course, you probably could have just picked option 5c.
5f. If you try to tank it with anything less than 99 Health, you are killed and lose a Sigil of Life.

25 Comments
Hybrid  [author] Jun 20, 2024 @ 9:54am 
To find the Artist: In Part 3, challenge Tempest for its territory and successfully defeat it. Within your new territory, there will be an icon of a hut. Go there, enter the hut, and elect to leave peacefully (don't burn the place down). Visit again the next day, and the Artist will be there.
FinalKingdomHearts Jun 20, 2024 @ 9:04am 
How do I find the artist?
Hybrid  [author] Feb 3, 2024 @ 12:49pm 
Those are not artifacts.
Xander77 Feb 3, 2024 @ 11:23am 
What about the spheroid and deep gem?
Nex Aug 3, 2023 @ 9:57am 
After I used antimater, my screen went black for few secounds, and I got "you escaped Spiritwood" game over screen. It was at night, and it was only time I got scared when playing this game
gumdrop9 Dec 5, 2022 @ 12:13pm 
Thanks. Mission accomplished!
Hybrid  [author] Dec 5, 2022 @ 11:33am 
I was talking about the Icosidodecahedron , which is related to the 4th ending.
gumdrop9 Dec 5, 2022 @ 10:56am 
Hi Hybrid. I've completed the gallery and collected the majority of artifacts / treasures - including all the selectable ones. I'm curious what the secret artifact is. Does it have anything to do with silverfruit, Darktooth, and the Others? Thanks
ohheyitsyouagain Aug 27, 2021 @ 6:26pm 
I just want to add that Rift won't accept the Boom or Blazing Tails as one of the seven treasures. yes, I did an entire playthrough to test this.
Hybrid  [author] Sep 8, 2019 @ 5:25am 
I'm referring to the shapely artifact that gives you a major clue for the 4th ending. The other Steam guide about the Dreaming Door gets into it in detail.