Evil Pumpkin: The Lost Halloween Guide

Tips, Hints, Achievements, Select puzzle solutions and Many Spoilers for Evil Pumpkin: The Lost Halloween

Tips, Hints, Achievements, Select puzzle solutions and Many Spoilers

Overview

Evil Pumpkin is a difficult Point and Click/Hidden Object game with some convoluted logic puzzles. However, I do believe this game will be far more enjoyable to play, with several important gameplay tips, a few hints, a list of achievements (and how to get them), and a select group of solutions for some irksome puzzles. Consider this the SPOILER ALERT.I do not intend this as a walkthrough, only a hint guide on gameplay and what clues the gamer should look for while playing. I have included: An achievement guide, and Hints about or Solutions to some of the quite troublesome puzzles.

The Story — Spoiler Alert

Welcome to Evil Pumpkin: The Lost Halloween

Despite what the naysayers may state the storyline is 1) not confusing and 2) actually makes perfect sense IF the player listens to the introduction and reads all the dialogue, the boy’s journal, various notes, diary pages from two different diaries (Atticus Van Hallow and Evil Pumpkin) and makes a few deductions along the way.


The Great Octopus Constellation

Pumpkin is the name of the older boy with the sheep’s crook the boy, Lautrec Van Hallow (main character) frees near the end of game. Pumpkin is using the Great Octopus constellation’s “magic” and “energy” to lure Lautrec Van Hollow, the son of Atticus Van Hollow, Pumpkin’s enemy, into becoming curious enough about Halloween to investigate on the eve of Halloween. Pumpkin knows Atticus Van Hollow has a “magic” book called ‘Halloween’ that gathers magical energy and keeps Pumpkin in his own dimension and from doing evil. Pumpkin knows this because Atticus Van Hallow defeated Pumpkin when Atticus was probably around 8 years old and approximately the same age as his son presently. By luring the curious boy, Lautrec, into investigating (and to do that Lautrec needs his father’s book ‘Halloween’) Pumpkin correctly presumes the boy will eventually free him before his father can stop him.

Lautrec, being a child, of course 1) does not know what Halloween is and 2) why it is forbidden. He has never celebrated Halloween. What the boy does know is the adults, in particular his father, are keeping a secret and he wants to know what it is. He also knows this secrect, his father’s secret, has to do with some mysterious day called Halloween which is never celebrated in the town of Dern.

Halloween most likely is not celebrated in Dern for several reasons: 1) to do so would most probably free Pumpkin, who would enslave and starve children as the pages in the book ‘Halloween’ states. (This most likely is “The Lost Halloween”.) 2) Dern is built on the nexus of power under the Great Octopus constellation, which Pumpkin managed to find and tried to use to free himself from his own dimension once before. 3) Dern is not a normal place to begin with since it has ghosts, talking owls, cats, and ravens, and everyone is “two-faced” (a reference to the fact everyone has a human face and a pumpkin face).

Lautrec being a clever little boy, he says so himself, is quite determined to get to the bottom of this adult conspiracy and find out what Halloween is all about. The game is the journey of his investigative discoveries and the uncovering the truth about Halloween and Pumpkin.

Gameplay Tips and Hints — Spoiler Alert

Chapter 1 includes a tutorial concerning gameplay, gathering hints (which are little bats), collecting candy (which you can use to buy decorations for the back yard) and about the gizbelt which carries reusable and upgradable items needed throughout the entire adventure.

What the tutorial does not state is how much the gamer should pay attention to various details in the journal, comments and dialogue. Also the fact the gamer should click comment boxes and read through all the comments. (Some comments are pretty amusing while others are very snarky. Some, however, are clues.) These are important clues needed now and later in the game. Even if what is stated makes no sense, it will later, if the gamer remembers it.

A perfect example of noting details in the journal is the above picture showing Chapter 1. (This page shows when the tutorial explains the journal before the tutorial moves to the next thing.) Note the dashed line with the scissors. This is the only clue the gamer gets about where to find the piece of paper needed. Once the paper is cut from the log book and is in the inventory, the star that shows with the piece of paper is also the only indication that gamer needs to cut the paper in half with the gizbelt scissors. This is one of the most obvious clues the gamer will get in the entire game.

Below is an example of a comment clues. Following are the previously made dialogue clues.

“Oh the Moon!!!”

All of these clues are to lead the gamer into realizing they need a lens for the tiny telescope on the desk so the light of the moon shines on the Halloween book. (And only on the first two pages.) Below are what the gamer will see when this is accomplished.


The first reference to ‘two-faced’ a very subtle and oblique running theme throughout the game. What seems like a throw away line or a snarky comment is actually a very important clue. This game has many clues similiar to this.

Believe it or not it all of these above examples are obvious. The gameplay and clues at times can become quite oblique and may be referenced several chapters in advance. (The most prominent example of this is any reference to “two-faced”. Above I have made note of the first “two-faced” reference which is early in Chapter 1 and in a comment. This reference and its importance will make no sense until Chapter 3.)

Hidden Object scenes — Spoiler alert

The Hidden Object scenes are relatively easy in comparison with the puzzles. Nothing is unfairly hidden though some searching will be required for some objects. The Hidden Objects are either silhouettes or straight lists. Both may have objects that require interaction generally highlighted in yellow. There are exceptions to that “yellow” indicator so look for the cursor to change into an octopus (meaning the item can be picked up) or a set of gears (meaning interaction is needed with the object).

Note: In this first HO scene there are three masks that need to be found. The first two can be spotted in the scene. The third, however, is hidden in a box on the shelf. There is no “yellow” indicator meaning it has an interaction needed like the lens needed for the glasses.

Puzzles – Tips in General and Chapter 1 — Spoiler Alerts

The actual puzzles in this game come with riddles for instruction and include clues about how to solve the puzzle. (Select puzzles from Chapter 1)

First puzzle of the game, a lovely slider lock puzzle. (To even begin this puzzle the gamer must find the two missing pieces in the boy’s room, and only the boy’s room, since the gamer can not leave the boy’s room until this puzzle is solved.)

Please note the riddle.
“This picture seems so very strange. I’d like to see it rearranged.
Every tile must fit in it’s place. Take your time – it’s not a race.”

All puzzles have a riddle attached to them. The riddle is both instruction and clue.
This is also one of the better rhymed and one of the most obvious riddles in the game. Some riddles are quite oblique or obscure.

This is what it should look like when done. Note the fact this picture is in the book.

Puzzle 2:
Riddle: Everything happens dissolved in speed. I don’t really know. What do I need?”

For some reason this particular puzzle stumps people. (The gamer does have to find the third block and the boy makes comment about hiding things in his toys so his father does not find them.)
The question “What do you need?” immediately reminded me of Bilbo Baggins and Gollem’s riddle contest (It’s in the book.) when Bilbo asked Gollem “What’s in my pocket?” Not a very fair riddle but a riddle nonetheless. So here is my hint: At this particular point in the game what is the one object the player needs to open something?

Puzzle 3:

This is a typical brain twister puzzle in the game.

Puzzle:

Riddle:
“Midnights are plenty, as if the clocks are concealing a hidden gem. Move this one here, and change that one there, and there will be three of them.”

Logic behind the riddle: Though this is easy to figure out, some riddles are not so simple.
“Midnight” obviously means 12. “Midnights are plenty” means more then 1 midnight or 12 is needed to solve this puzzle. “Move this one here, and change that one there” means move the numbers on the clock face to make more then one midnight (12). (This is the instruction part.) “There will be three of them” means the player needs 3 different 12s on the clock face.

Every riddle in this game has its own logic. Some riddles and puzzles are just tougher to figure out since the clues are oblique or obscure. I really only had trouble with one puzzle and I will state which it was during the chapter it is in.

Solution:

Chapter 1 – First Major Obstacle in the game or How to progress to Chapter 2. — Spoiler Alert

Though this particular scenerio is in Chapter 1 and the only way to progress to Chapter 2, each chapter has at least one major “obstacle” that needs to be overcome before the game will allow the player to progress in the game. There are several obstacles in each chapter. Once an obstacle is completed the story triggers the next obstacle to overcome or progresses the storyline.

This is the dialogue the talking owl, Who has with the boy and the clue to finding the newspaper article and the wall picture puzzle.

This are the clues from the journal concerning the same task. Please note what the page says about the crumbled paper. This is the most blatant clue about how to uncrumple the paper so it can be given to the owl, Who. The other clues and instructions are found in comments the boy makes.

After giving the newspaper to Who (which the game has the player deduce without any clues) this dialogue occurs and refers back to the journal pictures and the pictures on the lobby (main hallway) wall.

Up until this point the pictures in the lobby (main hallway) were inaccessible. After this conversation the game triggers the next task: the picture puzzle.

This is how the entire game plays. Once a task is completed, it will trigger another task to be solved. NOTE: There are times when a task can only be accomplished once a gizstrument upgrades.

Hallway picture puzzle solution:

Please note the arrangement of the two pictures shown in the journal. This is a clue to the picture arrangement in the puzzle.

This game has many, many subtle clues like this for the observant, the clever minded and those with very good memories.

After this puzzle is completed, the next task is triggered: completing the map on the boy’s wall. Completing the map can not be accomplished sooner.

Completing the map:


Note: Instructions are given on what to do next.


Once again note the riddle. The riddle tells the gamer what needs to be done.

Once the map hanging on the boy’s wall is completed (which cleverly folds itself into a paper airplane and flies to the journal), the player now has access to the in-game fast travel map. I suggest the player use the map instead of game hints. It is easier and the hints will only led the player to the same tasks and places.

Though I left out many things in this brief scenerio, this is the basics of how the entire game will play.

Chapter 2 – Select Puzzles — Spoiler Alert

Puzzle 1:

For some reason this seems to be a troublesome puzzle for many. It is a puzzle of elimination. The correct bell cord stays “pulled” and becomes highlighted. However, if the gamer pulls the wrong cord they must start again.

Solution: (left to right – correct sequence order)
6 – 2 – 1 – 9 – 4 – 7 – 3 – 8 – 5
First rope to pull is fourth from left, second rope to pull second from left, etc.

Puzzle 2:

How the sign initially reads.


Hint 1: The gamer needs 3 “P”s for this puzzle.
How the sign reads after receiving a “P” from Lemuel Barnabas and finding the other 2.

Riddle hint reads:
What’s this? So strange! I don’t know these meals.
This one can be rearranged. (Instruction line – rearrange the letters of this anagram)
And this one gives me the chills.

Hint 2: Pumpkin

Solution:

Puzzle 3:
This one is harder. It involves dialogue clues and finding the needed object.

The song sheet is found by making the train run. It is very small and where the little octopus is found. Hint: Later in the game the player will need a thimble off this same table. It too is very small and I had to minutely and painstakingly search this entire scene to find it.


The actual puzzle with all the pieces.
Riddle:
Tempo! Tempo! Take a chance.
Play a round or make a noise.
Every tune is written down
Follow it, or bear a frown.

Hint: This is a musical puzzle. Play the correct sequence of notes. Follow the keyboard after it plays the notes – first three notes, then six notes, and finally nine notes.
Note: The music sheet reads Fur Eliza by Beethoven. The nine notes shown on the sheet are the nine notes that the gamer plays on the piano.

Puzzle 4:
I think this is the hardest puzzle to solve correctly in the entire game. The concept is easy – rearrange the items for the lady, Ms Cringeworthy and for the priest. Execution, however, is not so easy. I believe the items must be placed not only on the CORRECT TABLE but in the CORRECT PLACE on that table as well.

Puzzle:

Riddle:
Would a priest wear lipstick? I don’t think so.
Remember that, and you’re ready to go!

Solution:

Puzzle 5:

Hint: This a vertical version of the first puzzle. Same logic of elimination applies. Try and figure this out on your own.

Chapter 3 – Things to remember and major obstacle (cooking) — Spoiler alert.

Things to remember:
1)

This is an unusual application of the gizstrumet scissors. Remember scissors are pointy as well.

2)

In journal – All those two-faced references are now understood.

Lots of clues and information are here.
1) The text is written by the father, Atticus, about Halloween as it was long ago, presumably under evil Pumpkin’s reign or possibly how it is in Pumpkin World. I would presume this is ‘The Lost Halloween’.
2) The comment about the spider web is a clue about what to do at this point in the game. There is also a note about the boy not finding Judith’s spider yet. Hint: Spiders make webs, something to think about.
3) The information about the some code and SAFE in capital letters. This clue can also be found in the journal. Now, where is that safe again?

Just a reminder: this game packs a lot of information and clues into some scenes, so all text and dialogue scenes should be looked at carefully. The above and below pictures are an excellent examples.

3)
I put this screenshot in so the text can be read easily. This text can be read as early as Chapter 1. Also note the comment about the ‘web designer’ an oblique reference to the spider webbing needed in Chapter 3. This text is easily readable once you are completely two-faced (through pumpkin magic?) in Chapter 2. This magical hidden text is again written by the father, though he was much younger and probably his son’s present age. In this text it mentions the abandoned house on the outskirts of Dern, (the player has not yet reached that point in the game) and the fact Halloween is not or is no longer celebrated in Dern. He like his son wanted to know why. This text also mentions making chalk which is the entire purpose of Chapter 3.

Major obstacle: cooking

This is an anagram. Remember these symbols (They are a clue), and remember how you had to give the newspaper clipping to the owl. Same concept applies here.


Lock on kitchen door. How fast are you really? My FPS son can do this in less then 20 seconds even when he messes up. Me it takes about a minute (I lack good hand-eye coordination.)


Can you cook?

Deciphered recipe. Now go find the ingredients and somewhere to bake it.

Chapter 4 – Interesting things, pumpkin popping and two oblique, obscure puzzles — Spoiler Alert

Interesting things:

This is what the Van Hallow house looks like in Pumpkin World.
The red chair in the Steam version does not have a book on it. (Some playthroughs show a book that can be read.)
The round candy at the top of stairs as far as I know can not be taken. (At least in the Steam version.)

Pumpkin popping: Pop pumpkins for three reasons 1) find picture pieces 2) find items 3) needed for an achievement. HINT: Keep popping pumpkins throughout this entire chapter. There is an achievement if you pop all the ones that can be popped.

The infamous candle mini-game:

If the player manages to do this mini-game without the flame going out on the FIRST try there is an achievement. (Promotheus’ way) The game moves the candle at its own pace, so focus on moving the hand to block the wind that will blow out the candle. It requires concentration and quick reflexes. Hint: Move the hand to the opposite of side of the elongating flame. Do as you would do if the flame was real. Real world physics here, amazingly enough.

Oblique puzzle – Number One: Hints
1) Meet Jack.

Really? A talking pumpkin is reasonable.

Now, Jack will unscrew his head and give it to you.

Hint: Just what can be done with a hollow pumpkin head?

2) What to do with that mirror.
It took me quite awhile to figure this out so I will save the player time and much frustration.

Put the mirror in front of the hour glass.

Flip the hourglass over.

Take the mirror that is now filled with sand.

Do as instructed.
“As the spiritual successor to both Bart Simpson and Dennis the Menace, I strongly recommend the axe.” (In my opinion, that is one of the best comment lines in the entire game.)

Hint: Sand – What to do with the sand? I know put it in something – like a pumpkin head. Now how is that done? And then what to do with it? I am sure the player can figure those parts out.

Oblique and obscure puzzle – Number Two: Solution
This is the puzzle that truly stumped me and I had to go find the answer (which took several hours – most walkthroughs skipped it). I know where the clues are and get the logic now that I know the answer.

Here are the clues:

Page of the journal at this point in game.


Previous journal page made in the orphanage.


Found in the diary on table in the twin’s room. NOTE: the line under the last number and the plus sign. This is an addition problem.


I never saw such weirdly written numbers, the cat comments. (In the Steam version the numbers are not as ‘weirdly’ written and appear look more ‘formal and neat’.)


The world has gone upside down, the cat continues. (This is a clue to flip the numbers in the journal upside down.)


Journal page. Note the rotator circle arrow, second clue to flip the page upside down.


Journal page with numbers flipped. This is the final clue to solve the riddle and the lock’s combination.

Here is the gate puzzle:

Riddle:
When pumpkins are crossed
All meaning is lost
In looking with feet
Glued down to the street

Riddle explanation:
The first two lines “When pumpkins are crossed all meaning is lost” basically means the combination 8-1-9-1 is incorrect. “When pumpkins are crossed” : both ones and the nine had an “X” through them when the gamer saw the numbers the first time. “All meaning is lost” when the numbers are flipped and become different ones. An extension of this logic is the number 8191 is not the correct combination.

Now comes the oblique and obscure part:
In the twin’s room when the player sees the numbers in the diary, there is a line beneath the eight and a plus sign. The diary also comments about the missing number and the numbers not adding up as they are written. NOTE: This is an addition problem missing one number. Once the player finds the last number it completes the addition problem. Once the page is turned upside down, those numbers become eight, one, nine, and one. Now add all the numbers together and that is the answer. 8+1+9+1=?

The solution:

(Not a very good shot, I know.) The answer is 0019.

Chapter 5 – Part 1 – What day is it? and Frenchfish — Spoiler Alert

**** Remember to pop pumpkins (check map)
**** In this chapter make sure to read the boy’s journal, the diary in the twin’s room, and the diary found in the last house. Many clues and much information is gained by doing this.

What day is it? Picture hints only. Extra hint: 1) Go back and look for now accessible areas. 2) Remember that book in the twin’s room.


To solve this particular major obstacle the player must eliminate the days of the week by using the calender on various notes, tags, and signs. This part of the game is very easy compared to some other parts and I found the whole pumpkin-head quartet very amusing.

Frenchfish is just totally absurb and deserves being mentioned.


Frenchfish


Bonjour.


He is terrified of Frenchfish and runs away screaming.

Chapter 5 – Part 2 – The numbyrinth and one extremely missable achievement: Boyscout — Spoiler Alert


Before proceeding into the numbyrinth, make sure to have popped all the pumpkins (check the map) and collected all the candy. This is a point of no return and once the player proceeds they can not return.

Three achievements can be earned in this section of the game:
Massacre in the Gourd Street – MISSABLE – (In the Lavirint (Riba’s room) the final pumpkin is popped.)
Gizmo – During gameplay – (received when the slingshot upgrades)
Boyscout – EXTREMELY MISSABLE – (complete the labyrinth without a mistake the FIRST time)

Room 1: Numbyrinth


The boy’s journal page. The clue about answering trivia questions.

I solved this by trial and error. The riddle changes. This is the hardest room to get the correct door.

Riddle:
We are so close, a family
Only heaven is our border
But you can tame us easily
If you bring us order.

Solution:

Solution brought to you by catnip (thank you again):

The first puzzle in the labirynth is actually quite easy. Those symbols are made of 1-5 digits combined with their mirrored images, so M is 1, infinity symbol is 3 etc. When the game says “If you bring us order” you simply need to put them in order 1-5. The second question can be random, but when you’re asked “Who’s in the middle?” the answer is 3 (so “infinity” symbol), when you’re asked “Who’s the highest of us all?” it’s 5.

Room 2: Lavirint

When this pumpkin is popped, the player should receive the Achievement: Massacre in the Gourd Street. If the player does not receive this achievement, a pumpkin was missed before entering the Numbyrinth.


“If only I had someone with me. Someone who is a good swimmer.”
The clue to use the other fish, Riba.


This information is found in the EXTRAS at the end of the book ‘Twice Upon a Time.’ These are all clues to solve this obstacle and know which door to chose.


Riba saying, ‘Necu, Necu, Necu’ Toss the Sarmica into the water.


Riba will dive down and bring the player back this clue to which door to chose. Remember Riba is Serbian.

Room 3: Labyring


The player will need the rope and lower into the water. It is dark there so the player will need light. There is a Hidden Object scene here so do not miss it.


“Twas the weirdest creature I had ever seen. Its name was Riba. What does that mean?”

Room 4: Labyrinth


What day it is? (On an achievement run the days on the doors changed. So the player will have to choose the day not mentioned in the clue. The days can be either Frightday or Supperday. Though I think if the player gets Supperday that means the Boyscout Achievment is lost.)

Room 5: Cringerinth

This is the last room and probably the hardest trivia question.
“Be careful now. The next step is a decisive one.” (Clue about the achievement)

What to do:

“Shooting caged jar”
Once the vase breaks a tiny piece of paper falls out. Click on it and increase its size.


Achievement: Gizmo When the slingshot levels up.


“Keep track of your journal. You didn’t scribble all those things just to reminisce about it later.”


From the boy’s journal


Ms. Cringeworthy’s first name is Judith.

Room 6: The Throne Room

If the player made no mistakes they will receive the Achievement: Boyscout

Chapter 5 – Part 3 – Colorful torches and the zodiac — Spoiler Alert

Ahhhh …. the torch puzzle. The bane of many a player.

This puzzle is actually fairly easy, despite the odd and oblique image clues on the blocks beside the torches. The reason for this is process of elimination. If the clue makes no sense simply put a color on the torch until it stops changing color. If the player read the comment clues the colors are already eliminated to four: red, blue, green and yellow.

However, below are the correct colors for the torches starting in the throne room moving out to numbyrinth. The center torch is the numbyrinth, the one that looks like a radioactive/biohazard symbol is BLUE.

Clues first:


“Twelve signs, four colors, three each. Let’s do it.” Easy enough instructions. Colors needed red, blue, green and yellow.


“You know what the fiery signs, don’t you?” This is a clue. Fire signs a torch. NOTE: Flames are orange.


“Oh boy. This might turn out to be a very exhausting labyrinth.” Find the twelve torches in the labryrinth and change the flames color.


The journal page for which color is assigned to which zodiac symbol.

The solution with explanation:
(Location: Color: Symbol: Zodiac – usually in that order)
Starting in the torch room moving back to the numbyrinth at the beginning.


Throne room: Blue: Scorpio’s stringer


Cringerinth: Red: Crown: Leo the Lion (King of the Jungle/Cats)


Cringerinth: Yellow: Weight: Libra’s scale


Cringerinth: Green: Taurus the Bull’s horns


Labyrinth: Yellow: Aquarius’ vase/jug


Labyrinth: Red: Sheep crook, Aries the Ram


Labyring: Blue: yin/yang (69) symbol, Cancer the Crab


Lavirint: Green: goat’s beard, Capricorn the Goat


Lavirint: Yellow: 2: Gemini the Twins


Numbyrinth: Red: target, Sagittarius the Archer


Numbyrinth: Green: flower, Virgo the Maiden


Numbyrinth: Blue: the symbol that looks like a radioactive warning sign, Pisces the Fish

Chapter 5 – Part 4 – BACK TO DERN — Spoiler Alert


Riddle:
Oh, you’re lost, don’t look so stern
Ten more steps
BACK TO DERN

NOTE: BACK TO DERN is ten letters.

How to earn SHORTCUTTER achievement:
Spell out SHORTCUT on the trees instead. When the player gets to the scene with 2 “T”s use the far right one.

Chapter 6 – Hints, Achievements and “the doll house” — Spoiler Alert


In Chapter 6 the player needs to travel just about everywhere. I suggest starting in the church and talking to the cat.

HINT:

In the toy store, there is a thimble on the table and the player needs the guitar string. I point these two items out only because they are so small.

ACHIEVEMENTS:

Easy Prey – MISSABLE – Play 5 games with Lemuel
NOTE: The player can not win this game.


The Taming of the Gourd – During gameplay


Phantom of the Theatre – MISSABLE – if the player skips. HINT: DO NOT SKIP THE CUTSCENE. Watch both parts of the cutscene valuable information is given.


Detective Gadget – During gameplay


Brainstorm Trooper – MISSABLE – if the player skipped any puzzle or mini-game.


Pumpking – MISSABLE – Must have earned all other achievements in a SINGLE playthrough.

END OF THE GAME – “THE DOLL HOUSE”
One hint only: THE DOG

Remember Abercrombie, the dog, the one made visible by pouring flour on him and whose leash was cut. Barely seen behind the journal.


HINT: Abercrombie needs to get to the roof. The player has dog treats, yes?

Gizstruments


Scissors: The first gizstrument and most useful. In the beginning it will barely cut paper by the end it will cut through chain. Often used but only upgrades 3 times.


Pencil: The only gizstrument that downgrades with use. Usable 3 times.


Hatchet: Can used from chopping to breaking things. If scissors do not work, try the hatchet or vice versa. Very useful. Upgrades 3 times.


Slingshot: What clever boy does not have one of these. Used for those out of reach places. Upgrades 3 times. Fires a variety of objects and things. (Logic and physics need not apply.)

Van Hallow backyard

The Van Hallow back yard decorations are bought in the store using candy the gamer collects while playing. Candy collection has no bearing on the story and is simply a fun diversion. Do not fret about missing a candy piece or two there are more then enough candy pieces to purchase all the decorations. Presuming, one is inclined to do so. Just for amusement value the four crows are named: Edgar, Allan, Poe and Lester.

My favorite picture

Judith Cringeworthy’s, pet raven Lester, relaxing at home with a golden pipe, a newspaper, a pair of slippers, and a glass of wine as a nightcap.

This to me is the epitome of the game’s logic. And makes me laugh with disbelief.


This is the clue for all the above items the boy must fetch Lester. Lester says this during gameplay.

This poem is found in the EXTRAS in the bottom book Twice Upon a Time.

Pumpkin — Spoiler Alert

Evil Pumpkin, Destroyer of Halloween

Achievements

In order of receiving during gameplay:

1) Connoisseur of wine – MISSABLE (Read all wine labels in cellar) In EXTRAS at the end of the Twice a Upon a Time poem is a list of all the wine bottles and their labels.


2) Apprentice Pumpkineer – During gameplay (Solve three mini-games)
As soon as I solved this puzzle I received the achievement.

3) Gizard’s apprentice – During gameplay (Acquire 2 gizstruments)


4) Globetrotter – MISSABLE (Go Everywhere)
How to achieve: Click on the signposts’ different destinations until every possible destination has been clicked on.


5) Prometheus’ way – MISSABLE (Carry an olympic thorch without excess)
How to achieve: Play the candle mini-game WITHOUT letting the flame go out the FIRST time.


6) Massacre in the Gourd Street – MISSABLE (Seek and destroy all pumpkins in pumpkin world)
How to achieve: Pop all the pumpkins in Chapters 4 and 5. (HINT: Consult the map before entering the labryrinth to make sure all pumpkins have been found and popped. The last pumpkin is in the labryrinth in the room Lavirint.)


7) Gizmo – During gameplay – when the slingshot upgrades (Upgrade 3 gizstruments to level 2)


8) Boyscout – EXTREMELY MISSABLE (Complete the labyrinth without timelapse)
How to achieve: Go through the labyrinth without making any mistakes the FIRST time. The first room is the hardest, the rest are simply answers to trivia questions from the game. See Chapter 5 – Part 2 for reference walkthrough.


9) Shortcutter – MISSABLE (Take a shortcut)
How to achieve: Spell out SHORTCUT on the trees. HINT: When the player get to a scene with 2 ‘T’s click on the far right ‘T’.


10) Easy Prey – MISSABLE (Play five games of matches with Lemuel.)


11) The Taming of the Gourd – During gameplay (Meet two animals)


12) Phantom of the Theatre – MISSABLE (only if skipped) (Complete theatre mini-game without hints/in less than 90 seconds) NOTE: without hints OR in less than 90 seconds


13) Detective Gadget – During gameplay (Upgrade 3 gizstruments to level 3)


14) Brainstorm Trooper – MISSABLE (Complete all mini-games (without skip))

15) Pumpking – MISSABLE (Finish all achievements)
Can only be obtained if all other achievments are earned in a SINGLE playthrough.

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