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 (unless you START on a Sunday).
Find the Gargoyle in the cave. Speak to him, then leave and chat with all the other villagers. One of them will name two items (usually a mushroom and a fish), of 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:
Centipede
Globefish
Tiger Globefish
Moonlit Mushroom
Laughing Jim Mushroom
Fly Agaric Mushroom
There's a green goo pile wandering town! Find it and talk to it; it's angry for some reason. Fish normally in the river. You'll notice that you can only pull out trash. After catching six or so tin cans, talk to the green blob. It's usually wandering near the river. You'll notice that, after fishing up some trash, its mood improves little by little. Catch another four to six pieces of trash, you'll know you're making progress if the garbage changes to wads of paper. Talk again to the green blob. Fish up another four pieces, talk to the creature, and it should no longer be angry. From there, it'll disappear; to complete the mystery, go to the waterfall by the haunted house. The blob should be waiting there.
If you talk to the Mokele-mbembe a few times while you're still fishing up cans, she should be happy after you catch the first ball of paper, and you should be able to complete the mystery then.
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 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 Mandragora 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 "Mandragora 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 Sapphire to her.
The 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 Mandragora 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, who 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, and 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 7 pm. 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 while you stand 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 see George, the owner. Go straight up to the counter (until you can't go forward any further). Then, hold up the Silver Scarab. George will have a question mark above his head, and he will hopefully accept the Silver Scarab. (Make sure it's daytime when you do this!)
Next, go to Malila, and she will teach you the werewolf incantation (Incantation-You-See-Seek).
At nighttime, go to the woods (night falls at 7 p.m.). 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, #41: A Rover's Jig. You can learn it from her if you don't have it already. 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, it will jump into 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, but the mystery will take a lot longer.
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 earlier 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 says 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 identified 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 flatulence magic or metal basin magic. Press A to talk to the creature who reveals himself.
Go to the 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 the 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 Gateway 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 after 6 am, go into town and you'll see Tom the white alligator. 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 somebody sees Tom, he will run back to the sewer and you'll have to start again. After Tom has met with Charlie, Mystery Solved!
First, you must talk to the villagers in your town about the mysterious music they've been hearing when they sleep. Then, put Shooting Star Silver in your pocket and, after 7 pm, go to your dorm room and lie down on a bed to hear the music. The next day after 7 pm do the same, and you will hear music and see a list of music notes. Go to the organ in the school and change the bell to the music notes (do, sol, fa, sol, ti, do). Repeat the next day. 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 ETs.
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 see him, you won't be able to catch him. (Note: You need to be there around the hour when the bell rings, though one or two minutes after seems to be okay) 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 then 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, so 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 them repeatedly until you get zapped into Principal 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 Principal Sol.
Go and look for the magic item that Principal Sol wants (it’s a bone). Take it back to Principal Sol, and he will tell you to find 4 more.
When you have found the remaining 4 and taken them to Principal Sol, he will give you a magic talisman.
Finally, find the doppelganger and when it tries to zap you, hold the talisman and the doppelganger will get 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 of a certain Disney movie, you will not be too far off.
You need some Angel Elixir to restore it. If you do not already have some, it should be on sale at the Emporium.
She is on the island and will appear when you get near 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 your wand (there is a special class with it if you don’t already know it). Cast the spell on six different classmates, and the Tapir should tell you it has a stomachache. 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 dining 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 see stars coming up from a piece of paper in the top right-hand corner of the room. Go up to it and read it (you can not pick it up) by pressing A. When you compare the picture to the room, you will see that a chest is missing. Note that 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 Limelight and talk to Captain Dot. (Note that 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 buccaneer's palm with 1000 Ritch to get him to spill the beans. Once he's 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. It can be found on the left side of the school near the river; however, if you get close, it will breathe fire on you.
Cast the rainmaking incantation to stop this happening. If you don't have the spell, it will be available as a special class.
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 linguistics 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 inventory space and will identify each item as a fake or real as you find them.
They are scattered around town, but you do not need to search any of the areas that require a screen refresh.
There are 3 pages to find, each 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 Principal Sol, and he will offer to send you to go get them 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 treehouses in 2 rows of 3. Each will seem to contain the missing classmate, but five are copies.
You can identify the correct one by their catchphrase. The five copies will either say the wrong phrase or not know one. When you have identified the right one, Principal 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 Principal Sol will send you back to the other world to try again.
This mystery takes 4 days to complete, and it requires that you own a Wood Bass or an Acoustic Guitar. You also need to know the song #22: 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, so the first time you talk to her, she gets mad and flies away. For 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.
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, which are as follows:
- Salute him 10 times (press 'X' like you would to signal a classmate)
- Do 10 laps around the ruins (the crystals will glow just like when you do the invisibility incantation)
- Run from the beach to the forest two times (he'll run ahead and cheer you on, as well as tell you when to turn back)
After doing a victory pose together on the beach, this mystery is completed!
1. Go to Limelight
2. Talk to Captain Dot, who 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 as follows:
- yes
- no
- yes
- yes
5. Fight him as per usual.
6. 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. Talk to your classmates, and they will tell you about a buried treasure that you need to use Treasure Hunt Magic to find.
Go to the ruins during the evening and cast Treasure Hunt Magic. If you go earlier, it may not work.
You will dig up what looks to be a treasure chest but is actually a Mimic.
It will challenge you to find it again, and this time, Treasure Hunt Magic will not work.
Go back to the dorm. Enter and come out again, and another letter will drop out of the sky which says E 10 and S 10. These are compass directions.
Your classmates 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 the Manticore 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 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, and look at the picture on the ground.
5. Go to Limelight, talk to Captain Dot, and answer his questions:
-Pay
-1000 Ritch
-Afternoon
-Haunted House
-Furniture
-Bookshelf
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!
Just beat Nightmare to complete the mystery. For this, 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 cancelling each other's magic. Good luck.
Special Mysteries by date
These are sorted by date. The date refers to the day that Mystery Time is forced; the Mystery itself starts the day after that.
Krampus is looking for naughty children. The day after Mystery Time has finished, you will meet an ogre. Talk to him, he'll tell you that he's looking for brats to punish, and deems you "neither good nor bad". You're told to act good from that point onwards to prove yourself. Krampus disappears after you've talked to him and reappears the next day. Behave!! Go to class, talk to classmates, and you'll be golden. On day two, talk to Krampus again. He'll (hopefully) remark you're a good kid and that you should turn off your game to help out around the house. If you talk to him again within twenty minutes, he'll get angry with you because you "couldn't have actually helped" in such a short time. Once twenty (or thirty) minutes have passed, talk with him again. He'll declare you're a truly good kid and give you a random furniture item.
If you're bad (casting pranks, pushing classmates, etc) he'll punish you by changing your hairstyle (unconfirmed).
The residents refer to him as the Black Knight.
You'll notice a snowman in front of the school, but you won't be able to interact with it. Your classmates will talk about a thumping noise they hear during the night by the pond.
After 7pm if you go outside, a cutscene will play out where you hear the aforementioned thumping. Then, when you go to the tower, Jack Frost will be standing nearby.
If you talk to him, he'll ask you to collect some items to bring to his snow spirit potluck. They are a blewit mushroom, a snowflake, and a leviathan spawn. You can bring him other things too if you'd like, though it won't affect the outcome. Once you deliver those three items you've solved the mystery!
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 that Principal Sol made, which is a little south of 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 Lover's Point. Meet it there and cast Metal Basin (Magic-Big-Trick) on it. Then go down Lover's Point again to meet it at the beach and talk to it. It wants to go back wherever it came 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 items requested by the Principal.
The day after Mystery Time triggers, 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 (it takes thirty minutes from the moment you give him the last ore)
The linguistics are: 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 learn that your Golem has won the contest, and check the billboard for confirmation.
And, no, 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-coloured 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 will 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 go inside.
If he sees another person he'll run away, and you can find him at the same place that 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 that it wants water. Water the Dryad and then it will say that 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. Do so. Come back the next day, and the Dryad will pop out of the ground and thank you. It will then vanish.
First, go to the haunted house between 7 PM - 3 AM, then talk to Mr. Vlad. Go inside the haunted house, and 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 will see a ghost who looks like Mr. Vlad. Defeat lots of ghosts and clear 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-hand 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, and he'll take the medal.
The day after Mystery Time starts, go down to the Ruins to find the Satyr. Talk to it, and it will play you a song. When the Satyr finishes, it will tell you that it wants to jam with you, but it's not the same with only two people, and it asks you to bring a friend. Find a friend and press X to get their attention, then get them to play with you and head over to the Ruins. Stand next to the Satyr, whistle or use an instrument to play the song that the Satyr taught you (which will show up as either ??10 or, if you've learned it already, See You On the Ranch); your friend will join in with their instrument and the Satyr with a guitar. After you finish, tell your friend goodbye (press X and choose "I'm done for today.") then talk to the Satyr. It will play you another song, then ask again to play with you and a friend. Repeat the process, and after you finish playing that song (??32 or Boogie Fever), the Satyr should thank you, teach you a song that it just wrote, and disappear with a puff of smoke.
Find the Jack o' Lantern walking around town. When you do, talk to him. If you go to the Emporium beforehand, you can buy candy which he will take from you when you say 'treat'. There's not a point to it, though. You either need to say 'treat' without having candy or say 'trick'. In both instances, he will transform you into himself and you will need to talk to your classmates (they will be outside, as you can't enter buildings as the pumpkin man), because he's disguised as one of them.
Once you find him, he'll reward you with a halloween-themed furniture item and the mystery will be complete. He does stick around after the fact if you want to trick/treat again.
Make sure you have a White May Lily ready. First, go talk to Miss Strawe in the teacher's room; she'll tell you to convince everyone in the class to believe in fairies. Talk to your classmates and convince the ones that don't believe by talking to them, repeatedly affirming your belief in fairies, until they do. When all of them say they believe in fairies, go talk to Miss Strawe again, and then go to Fungi forest during the 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. If you choose to do this as well, you'll need to make sure you have FIVE Marguerites, not four, to solve this mystery. If you decide to do another flower incantation, keep in mind you need to have the correct flower for the incantation in your inventory.
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. 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 and 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 off of her (100 ritch each, you'll need to buy 9 by the end of the mystery) 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 them.
First, meet Santa Claus in town next to the Emporium on the 23rd. 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 pm.) and talk to him. He will ask you to help him deliver presents in town. If you say yes, he will give you a single present at a time, eventually adding up to the number of villagers in your town. Go to each of the treehouses in town as well as the apartments and press 'A' in front of their doors. A message will come up asking if you'd like to leave a present. Say 'yes.' After delivering each one, return to Lover's Point to get another. (He gives you a deadline so you have to deliver them all before sunrise.) Deliver to all the occupied homes, meaning do NOT leave one at the treehouse with an X on it.
When you are finished delivering to everyone, go back and he will give you a present. Your mystery will then be solved!