Last Updated: August 10, 2026
Introduction
The most expensive Treasure Hunt mistake happens when a treasure is almost complete. I see one covered square left, tap it, and feel efficient for five seconds. Then I spend a dozen digs hunting the final object with no Bomb help. I paid to remove my own safety net.
Now I leave an identified treasure unfinished. I spread my next digs across unknown areas because a miss can trigger a Bomb and expose other tiles for free. I finish known objects only after every treasure has a location. Pair that rule with an evolution-trial check and a firm stage limit.
My Quick Answer
Here is the short version of my Treasure Hunt plan:
- I check whether an active evolution trial needs 70 or 120 Treasure Hunt digs.
- I start on the cheap early stages instead of waiting for the final day.
- I spread opening digs across the board to find separate treasure footprints.
- Once I know where one object sits, I stop digging its remaining cells.
- I keep testing unknown cells so misses still have a chance to trigger Bombs.
- I tap every Mole immediately for one Lucky Pinball.
- I match my teammates' contribution during the event and reassess after Stage 9.
The rule I remember is simple: locate everything first, finish everything second.
Why I Start With Evolution Trials
Treasure Hunt is part of several Tatari evolution trials. Some ask for 70 treasure digs, while Rockong, Rockshell, Bastogard, Jewelsnail, and Lilypo have 120-dig requirements. That changes the value of every cheap tile.
Before feeding a Tatari, I open the Trial Quest filter and check the exact requirement. My Update 0.43.1 planning guide covers that filter. This takes less than a minute.
I once stockpiled 20,000 of the wrong item for an evolution plan because I had not read the task closely enough. Very impressive work from me.
If my target needs Treasure Hunt, I begin early. Waiting for later boards turns a manageable trial into a Pickaxe emergency.
The Pickaxe Cost Ramp I Use
The cost per tile rises fast:
- Stages 1 to 3: 15 Pickaxes per tile
- Stages 4 to 6: 20 Pickaxes per tile
- Stages 7 to 9: 25 Pickaxes per tile
- Stages 10 to 12: 35 Pickaxes per tile
- Stages 13 to 15: 70 Pickaxes per tile
- Stage 16: 100 Pickaxes per tile
The jump from 35 to 70 changes my spending mood. Five weak clicks on Stage 13 burn 350 Pickaxes, the price of more than 23 early-stage tiles.
I choose a stopping point before the next chest traps me. For a conservative run, I target Stage 9 on each team track, claim the three chest opportunities, and inspect my Pickaxes, keys, trial progress, and card-pack value.
My Bomb-First Dig Sequence
1. I spread the opening digs
My first clicks land several spaces apart where one result can test several footprints. I want to find different objects, not paint a neat little square of disappointment.
2. I mark every known footprint
When a tile reveals part of an object, its dimensions narrow the legal positions. I mark the hit and test the orientation. The Treasure Hunt Solver provides stage presets, footprints, heatmap odds, and a best-tile hint.
A 1x3 object can run vertically or horizontally. A 2x2 Zobo Zine has fewer positions near an edge. Each confirmed boundary removes bad guesses.
3. I refuse the easy completion
If I know the last covered cells of one treasure, I leave them covered while another treasure remains hidden.
An unknown dig either hits a new object or misses and keeps the Bomb opportunity alive. Completing a known object does nothing to locate the missing footprint.
4. I use Bomb information before paying for it
After a Bomb reveals nearby tiles, I update every footprint before tapping again. One free reveal can eliminate a row, expose an edge, or confirm a long object's orientation.
5. I finish only after every object is located
Once each treasure has a confirmed footprint, I clear the remaining cells. Now I am buying guaranteed progress instead of searching.
How I Handle the Denser Cell Phone Board
One current layout gave me four Cell Phones instead of the familiar three Zobo Cola. Four objects create more edges and more ways to misread a partial hit. I treat it as a tougher layout, not proof of a permanent nerf.
I spread the first digs, count separate footprints, and leave completed shapes untouched. Dense boards punish memory, so I mark every result before the next click.
After a Bomb, two nearby phones can resemble one long object. I check each shape against the expected dimensions before spending again.
I Never Ignore the Mole
When the Mole appears, I tap it immediately for one Lucky Pinball. That reward is small enough to ignore once and useful enough to regret ignoring 20 times. I also check Dune Side Rush after buying its higher-priority items because spare shop currency can turn into Pinballs.
How I Manage Team Contribution
Treasure Hunt is shared work. I check it twice a day and keep my contribution near active teammates. If one reaches 610 while I sit at zero, I am making somebody else nervous.
I once agreed to match a partner after a deep push. The expensive final stretch landed on me, and catching up cost roughly $100 to $150. Expensive lesson.
Now I contribute in smaller sessions, so nobody gets trapped with the costliest boards on the last day. If I save resources to compare remaining key or chest opportunities, I tell the team first.
My Stage 9 Stop Rule
Stage 9 is my default checkpoint at 25 Pickaxes per tile. Stage 10 costs 35, Stage 13 costs 70, and Stage 16 reaches 100. I check chests, keys, and four questions:
- Does my evolution trial still need digs?
- Is the next chest carrying a card pack or another reward I need?
- Can the team finish the next stage without one player paying the whole bill?
- Do my remaining Pickaxes cover bad Bomb luck?
Four yes answers keep me digging. A weak reward or uneven team ends the push. I enjoy the rewards, but one chest does not get my blank check.
Mistakes That Drain Pickaxes
- Finishing the first discovered treasure while other objects remain hidden.
- Clustering the opening digs and learning nothing about the far side.
- Ignoring the Bomb reveal before choosing the next tile.
- Forgetting to tap the Mole for a Lucky Pinball.
- Starting an evolution project without checking whether it needs 70 or 120 digs.
- Waiting until the last day to match a teammate's contribution.
- Entering Stage 13 without noticing the cost doubled to 70 per tile.
- Chasing a chest before checking the remaining key count and reward.
Final Take
I mark the board, leave obvious treasure unfinished, and make unknown cells earn their cost. Bombs do the free digging. The solver handles geometry. I handle the budget. Start early for evolution trials, tap every Mole, match the team, and stop at Stage 9 unless the next reward earns the higher price.
FAQ
What is the best first tile in Treasure Hunt?
I choose a spaced tile that tests several legal treasure positions. The solver's heatmap improves after I enter the stage and known results.
Should I finish a treasure as soon as I find it?
No. I leave its remaining cells covered until every other treasure has a location. Unknown digs can hit a new object or trigger a Bomb.
How do Bombs save Pickaxes?
A Bomb reveals nearby tiles without charging per tile. I spread early digs to preserve miss opportunities, then update the board.
What does the Mole give in Treasure Hunt?
The Mole gives one Lucky Pinball when tapped. I claim it immediately whenever it appears.
What is a good Treasure Hunt stopping stage?
I use Stage 9 as a conservative checkpoint. Tiles cost 25 there, then rise to 35 at Stage 10, 70 at Stage 13, and 100 at Stage 16.
Which evolution trials require Treasure Hunt?
Several Tatari use Treasure Hunt progress. Cragolin, Nimbuzzy, Buzzbeak, Cheerlet, and Nekowatt have 70-dig tasks, while Rockong, Rockshell, Bastogard, Jewelsnail, and Lilypo have 120-dig tasks.