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Golden Treasure The Great Green: Artifact Locations

Golden Treasure is a game for those who carry dragons in their hearts. Hunt, explore, survive, and become Great among the True Children of Sun and Earth.

Golden Treasure The Great Green: Artifact Locations

Where to find all Artifacts, and where they can be used.

Introduction

This guide serves to catalog the location and intended use of every Artifact.

Most Artifacts can also be sold to Darktooth or Delvers for Shiny Things), or given to the Artist (for friendship and full animal masteries). However, most items have an intended use.

A note on Draak Feathers
As part of the story, you must conquer 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.

A note on a major character in Part 3
There is a character who will take almost any artifact as a token of friendship, or in exchange for teaching you an animal mastery. I will not be remarking about this because it applies to almost everything.

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, either:
Ambush them.
Attempt to communicate with the quiet loner.

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.

Uses:
Can be used in battle.
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 affinity for the rest 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. Your elemental affinities must be reasonably high for that point, so this is extremely difficult to get without some animal masteries or tarot cards.

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

Uses:
You have the option to use it when clicking on your resting spot.
Using it during Part 1 displays a frenzy of blurry visions and grants a massive elemental affinity boost.
Using it during Part 2 displays unclear visions and grants a massive elemental affinity boost.
Using it during Part 3 displays vivid imagery and grants a massive elemental affinity boost. It also unlocks an exploration point, although it is possible to see it without the Crystal Fang.

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 (Earth check). When they give you the False Face, run away.
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.

See also:  Golden Treasure The Great Green Walkthrough and Tips for Beginners

Lodestone

Where found:
In the place where a bunch of Brightlings are seducing some Tailless Givers, quietly follow one and steal the Lodestone off his neck.

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.

Obstinate Stone

Where found:
Answer all three of the playful Water Spirit’s riddles correctly.

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.

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.

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.
This has only 8 uses. After it runs out of batteries, it’s much less interesting.
The Delvers will give you more Shiny Things in trade than Darktooth will. If you refuse the Delvers’ first offer, they will destroy the Shakestick, rendering it worthless.

Shinestone Bauble

Where found:
Successfully taunt the Whiteblack encountered very early on.

Uses:
Just by owning it, you get a small elemental boost.
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.

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:
The description says that it can counter some poisons.
It’s not clear whether this means you recover more quickly from eating raw Deathbite Tailbeasts, or if you are resistant to enemies using Venomous Strike in combat.
If the latter, then this is a very worthwhile Artifact as Venomous Strike is extremely dangerous.
This is one of the items wanted by the Artist for his project.

Blazing Tail

Where found:
Destroy a Blazetail. They are found in the southernmost hunting ground after bringing deer back to the Spiritwood.

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.

Boom

Where found:
Win a riddle contest with the Shriekers.

Uses:
Can be used in combat.
Single use.

Clansinger Pack

Where found:
This is a very tough one with a lot of requirements. You must do the following:
Invade the Clansinger Den, speak with the wolf cubs, and leave peacefully.
Speak with the Dispersed (lone wolf) about all topics, and leave peacefully.
Speak with the eating wolves about all topics. Then either challenge and defeat them, or leave them with Honor (and a successful Earth check). The check is pretty high, so you may want to do an Earth lucid dream before trying it.
After doing this, the wolves confront you and ask why you’re being so friendly. Take the two special options that are shimmering with silver color.

This cannot be inherited.

Uses:
Reduced energy loss each day.
They unlock special (and very useful) options when dealing with Bloom.
They leave at the end of Part 2.

Crystal City

Where found:
Help the Miniscs until they give you the Perpetual Pyramid, and then leave them peacefully. Within the next day or two, the map’s icon can be visited again. Go there and tell them they can move to your Lair.

See also:  Golden Treasure The Great Green Walkthrough and Tips for Beginners

Uses:
None apparent. Warm fuzzy feelings?
The description says it can’t be traded, but you can sell to Darktooth. This is obviously a bug and will likely be fixed.

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:
No apparent use except as a basic trade item.

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.

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. This is altogether easier because it only checks one element and it’s not insurmountable.
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 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.

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.
This appears to favor whichever element is your weakest.

Shining-Eye

Where found:
Cub-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 upgrade it to neutrality. It’s kind of a lot of trouble considering neutrality is easy to achieve anyway 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 singular best answer against Whisper, giving you a sneak-attack where other options merely put you on equal footing.
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 pass 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.
During the ending sequence, agree with Darktooth’s plan. If you have not sufficiently impressed Darktooth up to this point, offering the Awakened Silver Rod will sway him.

Silverfruit

Where found:
In an event with Brightlings, use your fire on the trees, then solve the logic puzzle.

See also:  Golden Treasure The Great Green Walkthrough and Tips for Beginners

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 some time and energy.
If you answer the questions as though instinct-driven (Hunger, Hunger, Desire), nothing negative 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.
Single use.

Truffle

Where found:
Enter the Tusksnorts’ truffle-hunting contest — and fail. They give you a Truffle out of pity.

Uses:
This appears to have no use for Draak.
The Delvers are willing to pay 50 Shiny Things for it, which is pretty good for an otherwise useless item.

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.
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.

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:
During the trial of Many-Times-Burned, show no mercy. Battle all opponents twice and consume them all.

Uses:
Just owning it makes you immune to fire and the True Song of Destruction (not that anyone uses it on you).
During the ending sequence, follow Darktooth’s path. When Many-Times-Burned objects, give it the Darkspine for a very amusing reaction. (This is not required, as the outcome is identical even without the Darkspine.)

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 a massive amount of elemental affinity. The Elixir will be removed from your inventory.
During the ending sequence, agree with Darktooth’s plan. If you have not sufficiently impressed Darktooth up to this point, offering the Elixir will sway him.

Gold Choker

Where found:
On the battlefield where the local Tailless are fighting foreign invaders, observe without interfering. Then loot and eat 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.

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.

Nightjaw

Where found:
During the trial of Many-Times-Burned, defeat Last twice.

Uses:
Just owning it increases your attack power in combat.

Pain-killer Brace

Where found:
During the trial of Many-Times-Burned, defeat Agony twice.

Uses:
From your Hoard menu, you can wear this.
It is said to increase your combat ability, but it is unclear through what mechanism.
If you want to remove it, you can do so from the Hoard menu at the cost of a full day.

Written by Hybrid

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