Tarot Cards

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Tarot Cards are essentially a system of achievements for Golden Treasure: The Great Green. Each tarot card has a unique bonus that it confers to the player, which transcends through lifetimes. Each card requires a specific objective to be met in order to acquire it. There are 22 Tarot Cards, the first 21 of which are necessary to acquire the last.

A majority of Tarot Cards are part-exclusive, and some are even mutually exclusive with one another. It will take multiple runs to acquire all of them. However, there is one card that is always available at any time: *Death*. Given the ease with which dying is possible, this card is perhaps the easiest to acquire in the game.

## Part 1

Though four are available at this point, there are only three Tarot Cards exclusive to Part 1: *The Fool*, *Strength*, and *The Hermit*. Being available in Part 1, these cards are not altogether too difficult to acquire all in one run, should the player budget their time, energy, and health wisely.

*The Fool:*

* Throw yourself off of the cliff after exiting the cave in which you hatch.

*Strength:*

* There is an encounter with a Lumberkin who will tell you that it wishes to end its life in combat with a mighty Draak. Abiding its wishes and defeating it in battle will grant the card.

*The Hermit:*

* Acquire the False Face from the bottom of the Delver Labyrinth. To do this, the player must meet the Fire Salamanders, and challenge them for their Treasure. Defeating their champion in battle will reward you with the False Face and the tarot card.

*The Fool*. Grants a tiny bonus to all Elemental masteries.*Strength*. Grants a bonus to both Fire and Earth masteries.*The Hermit*. Grants a bonus to both Fire and Air masteries.
## Part 2

There are six Tarot Cards exclusive to Part 2: *The High Priestess*, *The Moon*, *The Empress*, *The Lovers*, *The Hierophant*, and *Temperance*. While none of these cards are mutually exclusive with one another, given the amount of tasks to complete, it may be difficult to budget your time in such a way where you can acquire all of these in one run. Additionally, the tasks themselves are more complicated, and require the visitation of multiple encounters and precision in dialogue to yield the required results.

*The High Priestess*. Grants a bonus to Water and Earth masteries.*The Moon*. Grants a substantial bonus to Air mastery.*The Empress*. Grants a substantial bonus to Water mastery.The High Priestess:

* To obtain this card, the player must speak with the Great Spirit of the Great Green. This is one of the least complicated tasks laid out in this Part, as to succeed in this you simply need a 4+ grade of Mastery in each Element.

The Moon:

* To obtain this card, the player must forge an alliance with the Clansingers living in the Spiritwood. This process requires that 3 encounters be completed, that the player has a sufficient (4+) reputation with the Claw-of-Spirits Clan, and that the player has fully realized their Clansinger mastery. [Guide portion pending.]

The Empress:

* To obtain this card, the player must prevent a wildfire in their territory by making it possible for the Woodstriders to return to the Great Green. This task requires 2 encounters be completed, and for ease of completion it is recommended to have met with the Great Spirit and have fifth grade or higher in Water Mastery. [Guide portion pending.]

*The Lovers**The Hierophant**Temperance*The Lovers:

* To obtain this card, the player must come to learn the full and complete truth about the Brightlings. This requires two encounters to be completed, one of which being a puzzle which you must complete correctly. There are no Elemental Mastery checks to be passed here, only a simple question of knowing what to do.

The Hierophant:

* To obtain this card, the player must complete the Great Lesson laid out for them by Darktooth. This requires 20 shiny things to initiate, as well as the patience to weather two labyrinths in a row. A step-by-step guide may be found here for now.

Temperance:

* To obtain this card, the player must not completely deplete any of their hunting grounds, and must also prevent the wildfire from happening in their territory.

## Part 3

There are eleven Tarot Cards exclusive to Part 3: The Emperor, The Hanged One, The Others, The Magician, The Tower, Justice, The Sun, The Chariot, Judgement, Wheel of Fortune, The Star, and The Onesong. This repertoire requires completion of some of the most difficult combats in the game to finish, and contains several cards that are mutually exclusive with one another.

*The Emperor**The Hanged One**The Others*
The Emperor:

* To obtain this card, the player must challenge Tempest for its territory and successfully defeat it. There are no extra steps to be completed here, but it is suggested that the player come prepared with sufficiently high Elemental Mastery.

The Hanged One:

* To obtain this card, the player must challenge Vantage for its territory and successfully defeat it. To do so, the player must find it underground and survive its trials and traps first. It is highly recommended that the player come prepared with sufficiently high Elemental Masteries to be able to survive the battle.

The Others:

* To obtain this card, the player must enter a sacred hivelet of the No-Tails. To do so, the player must have a sufficient understanding of the No-Tails through other encounters with them.

*The Magician**Justice**The Sun*
The Tower:
To obtain this card, the player must do the Dance of Creation with Rift.

The Magician:

* To obtain this card, the player must help The Artist to complete his masterwork. This requires the Heavy Cube, the Refining Stone, and the Bezoar to complete.

The Sun:

* To obtain this card, the player must complete Allmother's Tiny Being Labyrinth. This can be highly difficult the first few times, as the player is given little direction and loses their elemental masteries.

Justice:

* To obtain this card, the player must complete Many-Times-Burned's trial. While this contains no special tricks, there are many difficult fights. Come with high masteries.

*Judgement**The Wheel of Fortune**The Star*Judgement:

* Complete Many-Times-Burned's ending, enacting its will following the Grand Moot.[how?]

The Wheel of Fortune:

* Complete Darktooth's ending, enacting its will following the Grand Moot.[how?]

The Star:

* Complete the Allmother's ending, enacting its will following the Grand Moot.[how?]

*The Chariot**The Onesong*The Chariot:

* To obtain this card, the player must complete a full game, from the prologue to ending. Once you have gotten the hang of things, this is not a difficult task.

The Onesong:

* Complete the secret ending. To do so, the player must have acquired all preceding tarot cards, and seek the Spiritwood's guidance in Part Three.[how?]

## Note:

There are 21 achievements in total, at least on steam.

They are marked with Roman numerals.

**0**      - *The Fool*

**I**      - *The Magician*

**II**     - *The High Priestess*

**III**    - *The Empress*

**IV**     - *The Emperor*

**V**      - *The Hierophant*

**VI**     - *The Lovers*

**VII**    - *The Chariot*

**VIII**   - *Strength*

**IX**     - *The Hermit*

**X**      - *The Wheel of Fortune*

**XI**     - *Justice*

**XII**    - *The Hanged One*

**XIII**   - *Death*

**XIV**    - *Temperance*

**XV**     - *The Others*

**XVI**    - *The Tower*

**XVI**I   - *The Star*

**XVIII**  - *The Moon*

**XIX**    - *The Sun*

**XX**     - *Judgement*

**XXI**    - *The Onesong*