Mysteries can be solved when Mystery Time ends, not during it. You only have one week to solve a mystery, so
pretty much until the following Sunday (ulness you START on a Sunday).
Find the Gargoyle in the cave. Speak to him, then leave and chat to all the other villagers. One of them will name two items (usually a mushroom and a fish) which you need to get TWO of EACH (You'll find out why later). Next, you need to find another item he will eat. You can either try feeding all sorts of things, or take a peek at the list below. Be sure to get a second one of those items, too! Once you've got the items, feed him one of each first. Then he'll ask you to give him all three items at once. Double check to see if you have got one of each item and talk to the gargoyle again. Congratulations, you've solved the mystery!
List of items that will work:
Laughing Jim Mushroom
Fly Agaric Mushroom
Fish normally in the river. You'll notice that you can only pull out trash. Keep going until you start to pull up balls of scrunched up paper, rather than tin cans. When this happens, locate the green blob thing walking around town (usually in or near the forest) and talk to it, if it is happy it'll vanish. If not, go back to fishing trash. When you've done enough and it DOES vanish, go to the waterfall by the cave to complete the mystery.
Go to the caves. There should be a gem on the ground next to the lake. Take the gem and enjoy becoming a guide to a huge egg-shaped monster. First he wants you to take him to Fungi Forest ( the grassy "cave" in the woods), take him there. After that, he wants to go to Lover's Point (cliff next to the beach). There you enjoy him complain about relationships. Finally you take him to the ruins, where he wants to end his tour.
Should you walk too far ahead of him, when you go to another area, he'll get lost and stop following you. You can find him again in front of the cave.
You'll need an emerald, aquamarine or a sapphire. Get them during your mystery time. Really, just do it. Also, your items may be different, just like in the first mystery.
If you want to really be prepared, get some Freaky Frog Fat, Ancient Dragon Scales and Mandagora Root.
Go to the caves. Some rocks should have been cleared near the lake. Go forwards and you should come across a dragon. Now, press y, choose the "greeting" rune and confirm. Now go near the dragon and press x. After the talk, go get "Freaky Frog Fat", "Ancient Dragon Scales" and "Mandagora Root" from Malila. You should be able to get the scales by selecting "work" when speaking to Malila, and then selling an Emerald, Aquamarine or a Sapphire to her.
First thing you need to give to the dragon is the fat, and after about one or two hours, the scales. Again after about one or two hours, you can give him the Mandagora Root. He'll be ready to leave in about 12 hours.
Go to the caves, and approach the lake. Before you reach it, however, you'll get a message in runes. After reading it, press y for the rune menu, select greeting and confirm. After that, you'll get another message. Greet again, and talk to the monster that appears from the lake. He asks you (in runes of course) to feed him, and that's what you'll do. You need to feed him about 4-6 fish.
After feeding him, Nessie wants you to whistle him a song, and just as if you were teaching a song to a bro, he'll need to hear the whole song once. I don't think it matters which song you pick, but I whistled a song that I owned as a CD. After that, he'll babble about for a while and go home.
This one is quite simple. First you go and find the ogre, he should be somewhere on the left side of the river on the plains. When you talk to him, he challenges you to a game of tag. Basically, what you need to do is talk to him three times. Every time you catch him, he disappears and appears again somewhere, usually on the left side of the plains. Try not to stand still right in front of him for too long, try to approach him when he's not looking in your direction.
You can play with him multiple times, but there doesn't seem to be any point in doing so.
I'm not quite sure how this works, but this is what I did.
Go to the quadrangle after 7pm. Next to the quadrangle should be a circle with a fish inside it, lit up. Now I'm not sure if the fish you bring matters, but hold a fish in your hand on top of the circle. The picture inside the circle should change into a beetle. Do the same thing with a bug and you're done.
First, make sure you get a Silver Scarab, do this by taking the ingredients to Malila in the magic shop or just buy it if it is for sale.
Before doing anything else, you'll need to go to the woods at night to see the werewolf.
The next day, go to the bank and and see George, the owner. Go straight up to the counter (until you can't go forward any further. Then, hold up the Silver Scarab then George will have a question mark above his head. Then, he will hopefully accept the Silver Scarab (Make sure it it the daytime when you do this!)
Next go to Malila and she will teach you the werewolf incantation (incantation-you-see-seek).
Then go to the woods (make sure it is at NIGHT! Night falls at 7 p.m.)! Then make sure you load the spell before you see the wolf, and then cast it when you go face-to-face.
After that, YAY! Mystery solved!
Go to school. Before you get there a Sphinx will appear before you. I don't think it matters if you answer his question correctly but the answer is a person. He'll give you a gem, use the rainmaking incantation(Incantation - Sun - Sad) and hold the gem. Go to the bridge, then go to the beach. He'll give you another gem, use the rainbow incantation(Incantation - Sun - Happy) and hold the gem. Go where he told you to go, now do the Incantation that makes it rain flowers. Find four marguerites and arrange them in a square. Now go to the middle of that square and do the incantation(Incantation - Flower - Many). Now go where the Sphinx told you to go and mission complete.
If you mess up or save and quit, the sphinx can be found in the woods.
Go to the island during the sunset. You will see a siren playing a song. If I am correct, you should be able to learn that song. If you don't, you already have it. It's song #41 A Rover's Jig. After you learn the song perform it with her. If you play an instrument she dislikes, she jumps into the water, and you have to leave the island and come back to try again. Instruments that she likes are the flute, violin, drums and acoustic guitar. Play the song with her and after it's finished you're done. If you wave at the Siren then it will jump in to the water.
Note: maracas are still untested, so if you have the patience, try it out
It would be best if you get a Red Heartflower during Mystery Time. If you didn't, there will be a special class option at school where you can learn Mystery Bloom(Incantation - Mystery - Give). The mystery will take a lot longer if you did. Now then, as soon as you enter the forest something will stop you and talk to you. After it's finished talking go deeper into the forest and you'll see a white tree. Hold the red heartflower and the tree will transform. Afterwards, the thing that stopped you earliar will appear again. After it's done talking, bring a girl(or a boy if you picked a girl character) that likes you to the white tree. Just keep talking to her near the tree and the event should trigger. Yay magical unicorn! :3
Go to the ruins and talk to the guy dressed in green. After talking to him, go to the forest, cave and beach, talk to the other 3 guys (Blue, Red and Yellow) and note what they tell you. Only one is telling the truth. The truthful one is different from game to game. The one who say that one of the other two is telling the truth is telling a lie. Given this fact it is simple to tell which of the other two is telling the truth. Ask the one telling the truth where the treasure is. It always seems to be in a chest on the island. But will not be visible until you have correctly identifed the truth teller. The treasure also varies from game to game. I got the Hubble telescope.
Make it rain. Look for the dark oval shadow. Zap the shadow with fart magic or metal basin magic. Press A button to talk to the creature who will reveals himself.
Go to Post office and talk to death. You will need to sing song #56: Darlin' oh Darlin'. If you don't have this song, you can go to Limelight and learn the song there, or go to Harrows because they have the CD. Go back to post office and play the song.
Try to go to the other world through the door of beginning and end. After you have talked to Reginald go to the ruins and fish. Use the key you catch to go to the other world.
Find the body of the beast at the beach. It will run away to Lover's Point. The head is on the left side outside of the school. The head will want to learn some magic linguistics. He will want to know:
How to greet: (greetings)
How to compliment: (me) (happy)
How to scold: (me) (angry)
How to go home: (me) (house) (go)
How to get clothes: (you) (Vivian's Boutique) (go) (money) (use)
Each time you give him a "lesson", you will have to wait one hour to come back.
Meet the spirit at the ruins. He will say he is lost. Take him to the door of beginning and end. Here you will end up in Hades. After the spirit meets his mom, talk to Cerberus. You will need to get the bone out of his cage by saying (bone) (below) as close to the door of the cage as possible. Take the bone to Cerberus.
In the morning, go into town and you'll see Tom the white aligator. After he goes back into the sewers, go into the Fungi Forest in the woods and talk to Charlie. He will say that he has a message for Tom. Tom will refuse to see Charlie, so go back to the Fungi Forest, talk to Charlie then go back to Tom. Tom will then give in and let him escort you. You'll then have to escort Tom to the Fungi Forest without being caught by the villagers. Load your staff with Metal Basin magic and zap anyone who gets too close. If sombody sees Tom he will run back to the sewer and you'll have to start again. After Tom has met with Charlie; Mystery Solved!
Put shooting star silver in your pocket, after 7pm go to your dorm room and lie down on a bed to hear the music. Next day after 7pm do the same, you hear the music and see a list of music notes. Go to the organ in the school and change the bell to to the music notes (do, sol, fa, sol, ti, do). Next day after 7pm repeat the bed sleep etc. You will get a different set of notes (do, sol, fa, ti, sol, *chime*). Go and change the school bell to the new set of notes. Don't worry about the chime at the end. When you have finished you should hear the notes played back to you. Exit the school to say hello to the ET's.
When classes have finished for the day go to the ruins and cast the invisibility incantation (you will need a crystal to make it work). Go to the school and go up to the auditorium. Listen to the old masters and that is it.
Every time the bell sounds you will hear some random notes being played instead of the regular bell.
Go and check it out to see the Gremlin; the first time you seem him you won't be able to catch him. (Note: You need to be there around the hour when the bell rings, one or two minutes after seems to be ok) Next time instead of going and trying to catch him go to the ruins and cast the invisibility incantation (you will need a crystal to make it work). Go to the school and go up to the auditorium, wait until the bell chimes on the hour. Go into the organ room to catch the gremlin doing his Elton John impression. Beat the gremlin in the fight (like you do with Captain Dot) to complete the mystery. Note the fight part is time limited, if you take too long it ends and you have to try again in an hour.
You will notice that there are more flies than usual around town, fill your inventory full of flies. At night go inside the principal's tower and transform into a wizard, then stand in front of the mirror and use the candyman incantation. If you don't know the incantation it's: Incantation-UMA-UMA-UMA-UMA. If you did it right the candyman should appear behind you, he talks to you for a little while and before disappearing he rewards you with a candyflower.
Find the copy of you (doppelganger) leaving trash in the town and talk to him/her repeatedly until you get zapped into principle Sol’s mirror. Each time you talk to it, it will vanish and you have to find it again to continue.
When released go and get a piece of trash and bring it to principle Sol.
Go and look for the magic item that principle Sol wants (it’s a bone). Take it back to principle Sol and he will tell you to find 4 more.
When you have found the remaining 4 and taken them to principle Sol he will give you a magic talisman.
Go find the doppelganger and when it tries to zap you hold the talisman and the doppelganger gets zapped into the mirror.
Go back to the mirror to complete the mystery.
If you talk to your classmates they will tell you about a mermaid who has lost her voice. If you think a certain Disney movie you will not be too far off.
You need some Angel Elixir to restore it (I think this is correct as I tried a couple of other potions before the angel elixir but got a message that they did not work). I did already have some but also noted that it was for sale in the Emporium this morning.
She is on the island and will appear when you get near to the area where she is. Keep trying to talk to her until your inventory opens then hold the angel elixir.
This brings back her voice and she will thank you. Talk to her again until she tells you she needs to rest her voice.
Wait 2 hours and go talk to her again. She will talk to you some more and then say she needs to rest her voice.
Wait another two hours and go talk to her for the final time and the mystery will end.
For this one you will need a stomach remedy, so you may want to get one before you start. Load the sleep magic spell into you wand (there is a special class with it if you don’t already know it). Cast the spell on six different class mates and the tapir should tell you it has a stomach ache. Give it the remedy to complete the mystery. Note all spell casting should be done in the same session. If you take a break you will still need to cast the spell six times to get to the conclusion.
This one takes at least two days to solve.
On day 1 go to the haunted house at night and go to the room that is through the first left door off the dinning room. There will be no ghost and the furniture will move around a bit.
On day 2 return to that room (this can be done at any time). When you enter you will hear a magic tinkle sound and will see stars coming up from a piece of paper in the top right corner of the room. Go up to it and read it (you can not pick it up) by pressing the ‘A’ button. When you compare the picture to the room you will see that a chest is missing. Note you need to do this the first time you enter the room for the day if you don’t and then go back you will not be able to read it and will have to wait until the next day.
Now go to the Limelight and talk to Captain Dot (Note if this mystery takes place on a Sunday Captain Dot will not appear on the island for the usual duel).
You have to grease the squid sucking buccaneers palm with 1000 ritch to get him to spill the beans. When bribed supply the following answers to his questions:
Time - Afternoon
Place - Haunted House
Item type taken - Furniture
Item taken - Chest
You will then be transported to the island for a duel. This is the normal win 3 times type. Defeat him and with very bad grace he hands over the chest.
Go back to the room in the haunted house and give the chest back to complete the mystery.
You will hear from your classmates about a small dog that breathes fire, he can be found on the left side of the school near the river; however, if you get close to it it will breathe fire on you.
Cast the rainmaking incantation to stop this happening, (if you don't have it, it should be on the special classes).
The dog will look confused. Walk slowly towards it until it backs away. Say Greetings Friend in magic linguistics. The dog will approach you slightly and then back away. Step forward a little and repeat the greeting. Again the dog will approach slightly and back away. Step forward a third time and repeat the greeting.
The dog will approach and ask in magic linguistics who you are, answer friend. The dog will then speak a load of magic linguistic asking you to take it to the dorm.
If you walk towards the dorm the dog will follow. When you get to the dorm go in and Reginald will take over and the mystery ends.
First, make sure you have an empty space in your inventory.
You will hear from your classmates about the Principal talking to himself in the tower, go and chat with Principal Sol and he will introduce you to the forbidden tome. Its pages seem to have run away and you have to help it find them.
The pages are disguised as random items (berries, bones, and crystals) amongst the fakes on the ground. You will usually find one or two fakes before you find the disguised page.
The tome will go into an empty invantory space and will identify each item as a fake or real as you find them.
They are scattered around the town but you do not need to search any of the araes that require a screen refresh.
There are 3 pages to find, each is disguised as a different item.
After finding the last page take the tome back to principal Sol to complete the mystery.
One of your classmates has been spirited away, go talk to principle Sol and he will offer to send you to go get him once you have identified who is missing.
However, you don’t need to do this, just get him to send you to the other world. You will see 6 tree houses in 2 rows of 3. Each will seem to contain the missing class mate, but five are copies.
You can identify the correct one by his/her catch phrase. The five copies will either say the wrong phrase or not know one. When you have identified the right one principle Sol will bring you both back which completes the mystery.
Note if you do try to bring back the wrong one only you come back and principle Sol will send you back to the other world to try again.
This mystery takes 4 days to complete; and it requires that you to own a Wood Base or an Acoustic Guitar, you also need to know the song "Dandelion Snow"
You will hear from your classmates about sightings of a harpy around town, and that people have been hearing groans and screams at night. Go to the auditorium at night, you will see a harpy trying to sing, she's not very good at singing so the first time you talk to her she gets mad and flies away. The next three nights take your instrument and play Dandelion Snow with her to complete the mystery.
Note: It is possible to complete this in 3 days if you don't scare her away on day one. Get your instrument out and play the song until she talks to you. Then just repeat for the next 2 days to finish the mystery.
This one is so easy that you shouldn't even be looking at this wiki for it.
1.Go to the park and sign up for the Minotaur's boot camp.
2.Do the exercises he asks you to do to complete the mystery, they are as follows:
*Salute him 10 times
*Do 10 laps around the ruins
*Run from the beach to the forest two times
1. Go to Limelight
2. Talk to Captain Dot, he will tell you that a Kraken took his boat on the beach.
3. Talk to the Kraken, he tells you that Dot stole his engagement ring.
4. Go back to Dot, answer his questions and fight him.
5. Give the ring back to the Kraken to complete the mystery.
After you exit the dorm for the first time go back in and come out again. A letter will drop out of the sky. After if you talk to your class mates they will tell you about a buried treasure and that you need to use treasure hunt magic to find it.
Go to the ruins and cast treasure hunt magic. It would not work for me until evening.
You will dig up a treasure chest but is not a chest, it is a mimic.
It will challenge you to find it again and this time treasure hunt magic will not work.
Go back to the dorm and enter and come out again another letter will drop out of the sky. This says E 10 and S 10. These are compass directions.
Your class mates will talk about where the water comes from (fountain).
Go to the fountain and from the centre of the front walk 10 paces east and then 10 paces south. Dig to find the treasure and complete the mystery.
1. Talk to Reginald
2. Talk to Malila
3. Get a King Oyster mushroom and Rose Dew for Malila (Talk to her again and your item screen should pop up to give her the items)
4. Receive "Special Rosso Coral" Mushroom
5. Go to the Fungi Forest and place the mushroom on that conspicuous gray spot.
6. Lower the cage on him only when he's eating until it traps him to complete the mystery.
This one is quick and simple, just give the martian wandering around town a skullflower to complete the mystery; If you don't know how to get it, look in the SPECIAL-FLOWERS page.
1. Go to the forest to meet the Griffin.
2. Go to limelight and talk to Captain Dot.
3. Fight Captain Dot to get the Griffin's treasure back.
4. Give the Griffin the treasure to complete the mystery.
1. Go to your room, SURPRISE! all your furniture is messed up and there is a Q on your wall!
2. Someone is messing up your furniture every time you re-enter your room, how do we fix that? Easy, take out ALL of your furniture out of your room.
3. Leave and enter your room once more and an apparition will appear.
4. Go to the left room of the Haunted House, look at the picture on the ground.
5. Go to limelight, talk to Captain Dot, answer his questions:
You will then fight him for the stolen item.
6. As usual, give it back to complete the mystery.
Congratulations, this is the last mystery!
This is mystery is simple just beat nightmare to complete the mystery:
You will need at least one ruby (three max).
Go to sleep in your room with the ruby/rubies in your inventory.
You will meet nightmare and fight him, the rubies will make up your health.
Nightmare has three hearts, and it moves around all over the room; when it stops you have to quickly cast lightning on it, before it casts it on you. If you cast it at the same time you will just end up canceling each other's magic. Good luck.
Special Mysteries by date
These are sorted by date, the date refers to the day mystery time is forced, the mystery itself starts the day after that.
The mystery is 'Krampus' looking for naughty children.
The day after mystery time has finished you will meet
an ogre. Talk to him and he will ask you if you are
good or bad. You wont see him again until the next day.
Speak to him the next day, he will ask again, but will
suggest, you turn off the game and help clean the house.
Be warned do not speak to him,until you have saved your
game.On the third day again talk to him and if you have
been good, you will be rewarded with a gift. The residents
refer to him as the black knight.
Go talk to the snowman infront of the school, he'll ask you to get a few items. Get those items and give em to the snowman,then the mystery is solved!
If you talk to the teacher who is in front of your classroom you'll see the option "Special classes", where you can learn the two spells "Party popper" and "Shooting star". Do so. Then take the "Familiar" class, where you will learn the familiar incantation. Mind that it won't show up on your incantations list. Afterwards, go to the magic circle Principal Sol did, which is a little south to the bank/post office. Stand in the middle of it, transform, then enter the symbols you learned in class (Just in case you don't remember them, they're incantation-magic-friend-play-come.) The familiar is summoned and says random stuff before going off. Go to the fungi forest to find the familiar. Go near it and cast Party popper. It then will fly off to lovers point. Meet it there and cast Metal Basin on it (In case you haven't learned it yet, its magic-big-trick). Then go down lovers point again to meet it at the beach and talk to it. It wants to go back wherever it comes from so meet it at the magic circle and cast the familiar incantation again. MYSTERY SOLVED.
During the end of April, you will hear a story about the Golem contest from Principal Sol. If you want to attend, try and collect the item requested by the Principal.
During the second half of April you will notice that you can't use the Key to the Mystery time because you will hear knocking behind the door. It's not the time for now to keep asking Principal Sol. The Mystery time will trigger automatically on 24th April. The next day Talk to Principal Sol.
Just give the principal Sol some ores. Five will suffice. It doesn't matter what ores, just throw whatever ores you have, preferably cheap iron/copper/tin ores, diamonds and other gems work too but it's a waste to use them. After this work is done,the principal will teach you the GOLEM INCANTATION to wake it up, after the construction of the golem is complete (Takes thirty minutes from the moment you give him the last ore)
The linguistic is : Incantation-Mystery-Ore-Big-Friend
Just go to the golem in the auditorium and launch the incantation to wake him up. Ask the principal about that and he will say to you that you can use linguistics to make him move. The next day the contest will start, just talk to Sol to know that your golem has won the contest, check the billboard for confirmation.
And yes, you cannot see the contest happening.
Go to school and take the special class "Homunculus". Sol will tell you that you are raising yours in fungi forest. In fungi forest, find the large oddly-colored mushroom. Transform into a wizard and cast Incantation-Mushroom-Mystery-Bone on it- you know you've done it right if the mushroom sparkles and grows. Repeat on days two and three. On the third day when your Homunculus is born the mystery is complete.
Go talk to the kappa at the waterfall next to the cave, he'll then vanish. Talk to him again after 2-3 hours and he'll vanish again. Talk to him one more time after 2-3 hours and he'll ask you to take him to school,make sure to talk to him when you visit a room.
If he sees another person he'll run away, you can find him at the same place at you met him.
Enter the Fungi Forest and a rune message will pop up. The message is from a Dryad that wants water. Go deeper into the forest until you find a plant in the ground. It will then tell you again it wants water. Water the Dryad and then it will say you made it happy; but it still wants more water. Water it again and come back the next day. The next day it will ask for you to remove all the weeds from the woods. Remove all the weeds and come back tomorrow. The next day the Dryad will pop out of the ground and thank you. It will then vanish.
First go to the haunted house at either 7 PM-3 AM then talk to Mr. Vlad. Then go inside the haunted house in each room
you'll see 2 ghosts as usual use flatulence magic to kill them. Head to the library & touch the bookshelf, a secret passage
should appear there you'll see a ghost who looks like Mr. Vlad defeat lots of ghosts & you cleared the mystery!
*edit* Zapping two ghosts per room is FAR too hard to accomplish. Use the invisibility spell and you can sneak by the ghosts to get to the basement of the haunted house. There you'll find the Medal of Valor on the barrel in the left corner. Come out of the invisibility spell, grab it and the ghost will appear. He'll tell you how many ghosts you've zapped since starting the game and give you a gift. Take the medal outside where Vlad is waiting, he'll take the medal.
So once you go outside the dorm on Sept.24- Sept. 30, Mystery Time will automatically start. The next day, down by the Ruins, the Satyr will be there. Talk to the Satyr and they will play you a song. When the Satyr finishes, you will have learned a new song. The Satyr will tell you that he want to jam with you, but its not the same with only two people and asks you to bring a friend. After you remember and learn that song, find a friend and press x. The friend will say something like "what's wrong?" or "Did you call me?" Say that you want to play and head over to the ruins. Once you are standing next to the Satyr, open your bag/backpack and tap yourself then choose whistle, and pick the song that the Satyr taught you. (Or if you have an instrument, you can also use that) Your friend will join you either whistling or playing an instrument and the Satyr will play the guitar. After you finish the jam session, tell your friend goodbye if the Satyr hasn't played you the other song. Press x the friend will say something like "what's wrong?" or "Did you call me?" Tell your friend "I'm done for today". Then talk to the Satyr. He will play you another song. Just like before, when the Satyr finishes, you will have learned a new song. The Satyr will tell you that he want to jam with you, but its not the same with only two people and asks you to bring a friend. After you remember and learn that song, find a friend and press x. The friend will say something like "what's wrong?" or "Did you call me?" Say that you want to play and head over to the ruins. Once you are standing next to the Satyr, open your bag/backpack and tap yourself then choose whistle, and pick the song that the Satyr taught you. (Or if you have an instrument, you can also use that) Your friend will join you either whistling or playing an instrument and the Satyr will play the guitar. The Satyr then should thank you, teach you a song that he just wrote, then dissapear with a puff of smoke. <333 melissa (:
Find him walking around town. When you do, talk to him. Say trick if you don't have any candy. If you say treat, you need candy which you
can buy from Emporium. If you say trick, he will transform you to his form. To get back to your form, you have to find him. Talk to everyone
you pass by because that might be him. When you find him, he will give you a halloween furniture. MYSTERY SOLVED.
Make sure you have a white may lily ready.First go talk to miss Strawe in the teacher room, she'll tell you to convince everyone in class to believe in fairies. Talk to your classmates,convince the ones that don't believe to believe by talking to them until they do. When all of them say they believe in fairies go talk to miss Strawe,and then go to Fungi forest while daytime and place the white may lily somewhere on the ground. After 7:pm go back to fungi forest and you'll see the fairy. :)
A 'flower' incantation is needed for this mystery. I used the 'Flower Rain' incantation. You'll need to make sure you have FIVE marguerites, not four, to solve this mystery.
First, go to the forest at night where you will find two giant footprints. Put four marguerites inside the footprints (I put them very close together), leaving one marguerite in your pocket. Then, perform the 'Flower Rain' incantation. (Incantation - Flower - Many) The Yeti will crash through the wall to your left and tell you that his home has no flowers and he would like to try that incantation.
He will show you several symbols asking you if they are the right ones, the first ones normally aren't. But when he shows you the right ones, say 'yes.'
Then he will ask you which flower is needed. Take the marguerite out of your pocket and show it to him. He'll say he wants to go try it and disappear. Go back the next night, cast the "Flower Rain" incantation again, he'll show up, talk to you and thank you, and then he'll be a happy Yeti… and your mystery will be solved.
This is very easy,just buy some matches of her and she'll vanish.Do the same the two next days and you've solved the mystery. Good luck!
NOTE: Save some matches for Santa Claus. You will need it.
First, meet Santa Claus in town next to the Emporium. He will ask for a match. Make sure you save one from the Match Gourd Girl.
After giving him the match, he disappears. Go to 'Lover's Point' (I went the next day after 7:00pm.) and talk to him. He will ask you to help him deliver presents in town. If you say yes, he will give you several presents at a time… go to each of the treehouses in town and knock on their doors. A message will come up asking you if you'd like to leave a present. Say 'yes'. After delivering the few he gives you, go back and get more. (He gives you a deadline.) Deliver to all the treehouses, except for the door with the 'X' on it, and then deliver to the four rooms in the apartment building in town.
When you are finished delivering to everyone, go back and he will give you a present. Your mystery will then be solved!