TinyGroove Artefacts

Each of the 26 Alphabetized Artefacts you can collect in TinyGroove provide some benefit to the player for having found them, all of their effects stack, and they are worth 1% towards campaign completion.

Here's where you can find them, in order:

* A. Golden Goblet (Map 1: Prologue, Mission 1)
	+ Gives you access to the world map, and (in Version 8 onward) increases the initial gold for each map by 500.
* B. Illuminary Ulna (Map 3: Prologue, Side Mission 1)
	+ Allows player to recruit battlepups at their barracks. Without it, attempting to purchase dogs at your barracks will result in your expended funds being returned to you and the barracks on the map being refreshed so you can build something else instead.
* C. Elodie's Wellspring Whetstone (Map 2: Prologue, Mission 2)
	+ Summons Elodie upon Dark Mercia's death, effectively granting the player a second life instead of ending the map if your commander falls. (Requires Elodie to be in your party to work)
* D. Shimmering Seashorestones (Map 4: Chapter 1, Mission 1)
	+ Makes sea navigation possible.

* E. Flyer Figurine (Map 5: Chapter 1, Side Mission 1)
	+ Allows the player to recruit units from towers. Without it, towers on the map automatically end their turn at the beginning of the player's turn.
* F. Altered Alter (Map 6: Chapter 1, Side Mission 2)
	+ Allows you to recruit knights at your barracks. Without it, attempting to purchase horsies at your barracks will result in your expended funds being returned to you and the barracks on the map being refreshed so you can build something else instead.
* G. Cherrythrone (Map 7: Chapter 1, Side Castle 1)
	+ Inspires subordination from villagers throughout Aurania. Needed for some side quests to initiate when visiting villages with treasure chests in the campaign and also for some side quests involving saving villagers. Also, having it allows Dark Mercia to seamlessly transition to Mercia (and back again) each time she uses her Groove (if Mercia is in your Party).
* H. Spectral Scarecrow (Map 8: Chapter 2, Mission 1)
	+ Spawns a witch/specter for the player whenever a scarecrow (map decoration) is within visible range of one of the player's units. Several maps have scarecrows where this proves to be useful.
* I. Luminary Levanthrone (Map 10: Chapter 2, Side Mission 1)
	+ Begin missions with an additional 200 gold with this relic in your library.
* J. Elemental Emblem (Map 9: Chapter 2, Mission 2)
	+ Accelerate groove accumulation by 10% per turn for your commanders when you have this relic.
* K. King(Tide)Fisher’s Arch (Map 12: Chapter 3, Mission 1)
	+ Found at the end of a complicated scavenger hunt in the Bay in Map 12, having this relic unlocks an important door for you in Map 14. Also, having it helps Mercia switch to Dark Mercia (and back again) each time she uses her Groove.
* L. Moontide Medallion (Map 12: Chapter 3, Mission 1)
	+ This prevents the holder's armies from being immobilized by flood tides (they'll still incur damage though). This Heavensong relic forms a natural pair with the Sunshadow Medallion in its dominion over impeding nature's wrath against your units on many maps where tides are a factor.
* M. Sunshadow Medallion (Map 13: Chapter 3, Mission 2)
	+ Having this slows the regrowth and regeneration of vines employed by Floran enemies. This Heavensong relic forms a natural pair with the Moontide Medallion in its dominion over impeding nature's relentless growth of vines on many maps.
* N. Familial Kin(g)ship Token (Map 14: Chapter 3, Side Mission 1)
	+ Summons Mercival upon Mercia's death, effectively granting the player a second life instead of ending the map if your commander falls. (Requires Mercival to be in your party to work)
* O. Urban Arsonist's Cache (Map 15: Chapter 3, Side Castle 2)
	+ Possessing this hidden relic provides you with extra income in the form of 100 gold per turn.
* P. Heavensong Triple Chalice (Map 15: Chapter 3, Side Castle 2)
	+ Enhances your groove accumulation by 15% per turn for your commanders when you have this artefact.
* Q. Reflective Ribcage (Map 24: Chapter 5, Side Mission 3)
	+ Enables backup commanders (such as Elodie or Mercival) to spawn where their counterpart fell in battle (instead of at the purple flag by the player's stronghold). \*This is useful as forward advances aren't stalled as much by the loss of your primary commander, and also with this artefact, the commander's spawn point can't be blocked since the prior commander was standing where they fell (unlike if a unit is blocking the purple flag upon Dark Mercia's defeat, which would normally end in a loss).
* R. Sea's Bounty (Map 16: Chapter 4, Mission 1)
	+ Proportionally multiplies gold intake from villages and water villages you control in the Seas of Chapter 4.
* S. Silver Stake (Map 18: Chapter 4, Side Mission 1)
	+ Decimates undead vampires across the map (whenever they are built or appear) upon brandishing this relic.
* T. Moat of Rebirth (Map 19: Chapter 4, Side Mission 2)
	+ Having this peculiar artefact can reanimate commanders upon death in the Seas of Chapter 4.
* U. Enhancement Enchantment (Map 17: Chapter 4, Mission 2)
	+ Augments or amplifies the abilities of other artefacts (such as the Moat of Rebirth).
* V. Orca-Reign-A (Map 20: Chapter 4, Side Castle 3)
	+ Controls the weather on missions where it is variable to make it always sunny. \*This can vastly improve S-rank attempts for some maps where the weather is always rainy or the frustration of random weather.
* W. Channel-Wood Planks (Map 21: Chapter 5, Mission 1)
	+ The fire resistant Channel-Wood Planks enables one of your barracks in the final mission in West Florania to construct 2 units per turn.
* X. Recollection Reflection Cipher (Map 22, Map 23, Map 24: Chapter 5, Side Missions 1-3)
	+ This unique set of translation tablets used to decipher Floran runes scattered on signposts throughout this alternate version of Aurania. Possessing all three pieces of the cipher will trigger a cutscene in the achievement castle to assemble the parts of artefact X, translate the Floran language, and serve as an automatic translation of all signs you see after assembling the artefact. \*It is also worth noting that the player can actually translate the Floran glyphs themselves using the Artefact Library in the achievement castle. The in-game lore and artefact descriptions corresponding with each alphabet letter end with what seems like a random symbol; its actually the corresponding Floran glyph for that letter in the cipher. Also, the creator posted the translation key on Reddit with the release of Version 9 (b4DLC), noting that players reported some minor differences in character symbols between the Switch, Xbox, PS4, and PC versions.
	+ The three fragments of Artefact X provide some benefits progressively in Chapter 5's Side missions, and are found by unlocking Chapter 5's side quest missions to explore Dark Mercia's past. The three pieces of the Recollection Reflection Cipher can be found in the three flashback missions (one hidden in each). These side missions can be unlocked relatively early in the campaign by following the hint provided in Ragna's Recall, by achieving Achievement 24, deciphering, and following the hints Ragna gives the player about: 1) Mercia's facial scars, 2) her path to becoming Dark Mercia, and 3) how she became leader of the outlaws.
* Y. Warp Prism (Map 25: Chapter 6, Mission 1)
	+ Enables you to leverage Nuru's mobile base tech in the final mission.
* Z. Littoral Bear (Map 26: Chapter 6, Mission 2)
	+ Fields a literal giant water bear for the player in the final mission. \*The bear is indestructible as long as it remains in the woods.

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