Some promos you forget by tomorrow. Others make you stop and look. CryptoTab’s Halloween Hunt runs for 28 days, from October 12 to November 8, and it’s built like a small game: monsters, pumpkins, tarot cards and a long list of quests.

A quick note first. Pump-Bombs and Spells are in-game currencies, not real money, and they can’t be exchanged for fiat. Spending in the promo is the cost of playing, not an investment. Prizes run for fixed terms, and some mechanics may be unavailable in certain countries.

The setup

You play the last Hunter of an old Order. Years ago the Order sealed a set of monsters away, but the seal weakens every Halloween and they come back. You hunt them across three locations, collect a prize with every hit, and decide whether each fallen monster gets finished off or saved.

Pump-Bombs are your ammo, earned through activity in CryptoTab’s products. Spells are the second currency, and they pay for the finish-or-save step. We’ll get to those.

Three hunts, three locations

The hunts run in a fixed order. Each opens once the last boss of the one before is down.

  • Witch Forest is open from day one. You fight the Scarecrow, the Ent Tree and the Witch’s Coven, a group of orphans she took in and taught to cast out of fear. Then comes the Witch herself, once a village healer, burned alive by the people she’d healed. It’s the gentlest hunt, and hits here also feed a shared HSH Jackpot that’s drawn among ten winners after the promo.

  • Dracula’s Castle opens when the Witch falls. You enter through the catacombs and climb to the tower, past the Catacomb Werewolf, Dracula’s Bride and Frankenstein, to reach Count Dracula. He turns into mist and bats, so he will slip away at least once. The prizes grow noticeably from here.

  • The Cemetery opens after Dracula falls, and it’s the biggest step up in prizes. The Zombie, the Bone Keeper and the Weeping Banshee guard the Headless Horseman, a mercenary buried without his head who rides every Halloween to find it. He’s the fastest monster in the promo.

Once a monster is down, you can spend Spells to finish it or save it, for one more guaranteed prize. Not every monster deserves the same ending.

🔮 Tarot cards

Every five ads watched in CT Pool earns one Tarot card, up to three a day. You get three face-down cards and pick one, and the other two stay closed. Your first two cards always pay 25 and 20 Pump-Bombs. After that, each card hides one of six outcomes:

  • The Tower: Pump-Bombs

  • The Magician: Spells

  • Wheel of Fortune: a purchase multiplier of up to x20 on your next CT Pool purchase

  • The Hermit: a CT Pool miner (rare)

  • The Sun: a large HSH bonus (rare)

  • Judgement: one more card

Quests: the steadiest source of Spells

Cards are luck. Quests are the part you can plan. The finish-or-save step costs 10 Spells at a mini-boss and 20 at a final boss, and quests are where most of them come from. A completed quest doesn’t disappear. It stays on the page marked “Done.”

There are two kinds, and they work differently.

Product quests cost nothing. You can start both on day one, in any order.

The newsletter uses double opt-in, so you confirm through a link in your inbox. The survey has four questions, all required, and once you send your answers you can’t change them.

Purchase and hunt quests reward what you do over the whole promo:

A few rules are worth knowing before you start:

  • Variable rewards scale with your spending. The miner quests pay a share of your biggest purchases at the moment you finish them: 10% of your top three, top two and top five. A quest finished after a big purchase pays more than one finished before it.

  • Only purchases from October 12 on count. Earlier purchases don’t, even if you have a long history.

  • Entering the promo matters. “Buy 3” counts whenever you bought. “Buy 5,” “Buy 10” and the all-durations quest count only purchases made after you’ve entered the promo.

  • Durations fill one by one. The all-durations card shows six slots. Each fills with your first purchase of that length and stays filled.

  • Chains unlock in order. “Buy 5” opens after “Buy 3,” and “Buy 10” after “Buy 5.” The Castle quest opens after the Forest one, and the Cemetery quest after the Castle one. Locked cards stay visible but can’t be clicked.

So the hunt rewards patience. Plan your quests, take your swings, and pick your endings.

The Forest is open, and the Scarecrow is waiting.