Guides / PIXEL LINEAGE

Pumpkin King: Haunted Harvest Normal Guide

The Normal encounter's two stages, action and resource conditions, and one fully specified Human Archer fight example.

Pumpkin King is the boss encountered on the Haunted Harvest route. This guide covers Normal difficulty: the body-to-headless phase transition, the costs of defensive and healing turns, and one complete encounter example. The character and damage values in that example do not establish requirements for every class or difficulty.

Route and resource conditions

The expedition menu supplies current availability and difficulty options. The Normal route in the example contained four regular encounters followed by Pumpkin King. Resources spent during the approach were part of the same expedition.

A healing potion restores 30% of maximum HP, consumes a turn, and uses one of the expedition’s three potion uses. Uses spent before the boss are unavailable later on that route. Current HP, remaining uses, class skills, and equipped gear affect the state in which a character reaches the encounter.

Two stages: body, then headless phase

Defeating the body triggers a headless phase. The body falling is therefore a phase transition rather than the end of this encounter. The remaining target must also be defeated.

Damage, accuracy, critical effects, and available recovery continue to matter after the transition. The 86-HP body and 60-HP headless phase below are values from the specified Normal example, rather than a health table for every level or difficulty.

Actions, Guard, and pet attacks

Action Condition and limit
Basic attack or class skill Uses that action’s current damage, timing, Energy cost, and other conditions.
Standard Guard Costs zero Energy and reduces incoming damage by 70% for the defensive round; it does not restore HP.
Healing potion Restores 30% of maximum HP and consumes the hero’s turn and one remaining use.
Automatic pet attack Can occur during a Guard or Potion turn; a hit and fixed damage are not guaranteed.

Class effects can change an action: Mage Barrier, for example, gives Mage a different Guard cost and absorption rule. The combat reference describes that exception.

When to heal or attack

Healing depends on missing HP and remaining potion uses. Guard reduces incoming damage for its round, while surviving enemies can still act. A pet’s possible contribution does not establish that a low-HP hero will survive another round.

A damaging action can end a phase or reduce remaining enemy HP, but its result depends on its own accuracy, critical roll, and skill conditions. No fixed opening sequence is established for all classes.

Normal encounter example

Build detail Example condition
Race and class Human Archer
Level 11
Allocated stats Dexterity 11, Vitality 7, Defense 2
Bow +2 Thundering Hunting Bow, displaying +6 ATK
Pet Pumpkin Jack
Starting HP 193/215
Finishing HP 179/215
Potions used during the boss 0

The encounter ended successfully under these conditions. It included a Power Shot critical and variable pet results. Equipment, class skills, critical rolls, and pet performance can produce different damage and duration.

Five-turn example record

Hero turn Action Result
1 Guard Pumpkin Jack’s attack missed.
2 Guard The pet missed again.
3 Power Shot An 86-damage critical defeated the 86-HP body; the pet dealt 27 to the headless phase.
4 Guard The pet dealt another 24.
5 Guard The pet landed the finishing hit.

The headless phase began with 60 HP in this fight. Four Guard actions and one Power Shot were sufficient for this example; they are not a required boss pattern.

Power Shot cost one Energy and penetrated 30% of the target’s defense. No timing prompt appeared for that skill in this encounter. That observation does not establish the prompts or results for other skills, classes, difficulties, or later versions.

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