OOOOOO
                                                                                                                                      OO    OO
                                                                                                                                      O      O
                                                                                                                                      OO    OO
                            OOOO                                                                                                       OOOOOO
                            OOOO                                                                                                         ||
        SSSSSSSS       UUU        UUU    DDDDDDDDDDD          OOOOOOOO       KXK        KXK    UUU        UUU    VVV        VVV        AAAAAA        NNN        NNN    IIIIIIIIIIIIII        AAAAAA
      SSSSSSSSSSSS     UUU        UUU    DDDDDDDDDDDDD      OOOOOOOOOOOO     KXK       KXK     UUU        UUU    VVV        VVV        AAAAAA        NNN        NNN    IIIIIIIIIIIIII        AAAAAA
     SSSS      SSSS    UUU        UUU    DDD       DDDD    OOOO      OOOO    KXK      KXK      UUU        UUU    VVV        VVV       AAA||AAA       NNNN       NNN         IIII            AAA  AAA
     SSS               UUU        UUU    DDD        DDD    OOO        OOO    KXK     KXK       UUU        UUU    VVV        VVV       AAA||AAA       NNNNN      NNN         IIII            AAA  AAA            OOOO
     SSS               UUU        UUU    DDD        DDD    OOO        OOO    KXK    KXK        UUU        UUU     VVV      VVV        AAA||AAA       NNNNNN     NNN         IIII            AAA  AAA            OOOO
     SSSS              UUU        UUU    DDD        DDD    OOO        OOO    KXK   KXK         UUU        UUU     VVV      VVV       AAA || AAA      NNN NNN    NNN         IIII           AAA    AAA
      SSSSSSS          UUU        UUU    DDD        DDD    OOO        OOO    KXKXKKXK          UUU        UUU     VVV      VVV       AAAAAAAAAA      NNN  NNN   NNN         IIII           AAAAAAAAAA
        SSSSSSSS       UUU        UUU    DDD        DDD    OOO        OOO    KXKXKXK           UUU        UUU      VVV    VVV        AAAAAAAAAA      NNN   NNN  NNN         IIII           AAAAAAAAAA
           SSSSSSS     UUU        UUU    DDD        DDD    OOO        OOO    KXK  KXK          UUU        UUU      VVV    VVV       AAAA || AAAA     NNN    NNN NNN         IIII          AAAA    AAA
               SSSS    UUU        UUU    DDD        DDD    OOO        OOO    KXK   KXK         UUU        UUU      VVV    VVV       AAA  ||  AAA     NNN     NNNNNN         IIII          AAA      AAA
                SSS    UUU        UUU    DDD        DDD    OOO        OOO    KXK    KXK        UUU        UUU       VVV  VVV        AAA  ||  AAA     NNN      NNNNN         IIII          AAA      AAA          OOOO
                SSS    UUU        UUU    DDD        DDD    OOO        OOO    KXK     KXK       UUU        UUU       VVV  VVV       AAA   ||   AAA    NNN       NNNN         IIII         AAA        AAA         OOOO
     SSSS      SSSS    UUUU      UUUU    DDD       DDDD    OOOO      OOOO    KXK      KXK      UUUU      UUUU       VVV  VVV       AAA   ||   AAA    NNN        NNN         IIII         AAA        AAA
      SSSSSSSSSSSS      UUUUUUUUUUUU     DDDDDDDDDDDDD      OOOOOOOOOOOO     KXK       KXK      UUUUUUUUUUUU         VVVVVV        AAA   ||   AAA    NNN        NNN    IIIIIIIIIIIIII    AAA        AAA
        SSSSSSSS          UUUUUUUU       DDDDDDDDDDD          OOOOOOOO       KXK        KXK       UUUUUUUU           VVVVVV        AAA   ||   AAA    NNN        NNN    IIIIIIIIIIIIII    AAA        AAA
                                                                                                                                         ||
                                                           DDDDDDDDDDD       IIIIIIIIIIIIII       GGGGGGGG       IIIIIIIIIIIIII    TTTTTTTTTTTTTT       SSSSSSSS                            OOOOOOOO       FFFFFFFFFFFFFF
                                                           DDDDDDDDDDDDD     IIIIIIIIIIIIII     GGGGGGGGGGGG     IIIIIIIIIIIIII    TTTTTTTTTTTTTT     SSSSSSSSSSSS                        OOOOOOOOOOOO     FFFFFFFFFFFFFF
                                                           DDD       DDDD         IIII         GGGG      GGGG         IIII              TTTT         SSSS      SSSS                      OOOO      OOOO    FFF
                                                           DDD        DDD         IIII         GGG                    IIII              TTTT         SSS                                 OOO        OOO    FFF
                                                           DDD        DDD         IIII         GGG                    IIII              TTTT         SSS                                 OOO        OOO    FFF
                                                           DDD        DDD         IIII         GGG                    IIII              TTTT         SSSS                                OOO        OOO    FFF
     ------------------------------------------            DDD        DDD         IIII         GGG                    IIII              TTTT          SSSSSSS                            OOO        OOO    FFF
                                               \           DDD        DDD         IIII         GGG                    IIII              TTTT            SSSSSSSS                         OOO        OOO    FFFFFFFFF
     ---------------------------------------    \          DDD        DDD         IIII         GGG     GGGGGG         IIII              TTTT               SSSSSSS                       OOO        OOO    FFFFFFFFF
                                            \    \         DDD        DDD         IIII         GGG     GGGGGG         IIII              TTTT                   SSSS                      OOO        OOO    FFF
                                             \    \        DDD        DDD         IIII         GGG        GGG         IIII              TTTT                    SSS                      OOO        OOO    FFF
                                              \    \       DDD        DDD         IIII         GGG        GGG         IIII              TTTT                    SSS                      OOO        OOO    FFF
                                               \    \      DDD       DDDD         IIII         GGGG      GGGG         IIII              TTTT         SSSS      SSSS                      OOOO      OOOO    FFF
                                                \    \     DDDDDDDDDDDDD     IIIIIIIIIIIIII     GGGGGGGGGGGGG    IIIIIIIIIIIIII         TTTT          SSSSSSSSSSSS                        OOOOOOOOOOOO     FFF
                                                 \    \    DDDDDDDDDDD       IIIIIIIIIIIIII       GGGGGGGG GG    IIIIIIIIIIIIII         TTTT            SSSSSSSS                            OOOOOOOO       FFF
    +==================================+          \    \                                                                                 ||
    |        P U Z Z L E    B Y        |           \    \                                                        DDDDDDDDDDD       EEEEEEEEEEEEEE       SSSSSSSS       PPPPPPPPPPP           AAAAAA        IIIIIIIIIIIIII    RRRRRRRRRRR
    |                                  |            \    \                                                       DDDDDDDDDDDDD     EEEEEEEEEEEEEE     SSSSSSSSSSSS     PPPPPPPPPPPPP         AAAAAA        IIIIIIIIIIIIII    RRRRRRRRRRRRR
    | S K E P T I C A L      M A R I O |             \    \                                                      DDD       DDDD    EEE   ||          SSSS      SSSS    PPP       PPPP       AAA  AAA            IIII         RRR       RRRR
    +==================================+              \    \                                                     DDD        DDD    EEE\\ || //       SSS               PPP        PPP       AAA  AAA            IIII         RRR        RRR
    |         G U I D E    B Y         |               \    \                                                    DDD        DDD    EEE \\||//        SSS               PPP        PPP       AAA  AAA            IIII         RRR        RRR
    |                                  |                \    \                                                   DDD        DDD    EEE  \||/         SSSS              PPP       PPPP      AAA    AAA           IIII         RRR       RRRR
    |          ~-aRjIMikKaL-~          |                 \    ---------------------------------------------------DDD--------DDD----EEEEEEEEE----------SSSSSSS----------PPPPPPPPPPPPP-------AAAAAAAAAA-----------IIII---------RRRRRRRRRRRR----
    +==================================+                  \                                                      DDD        DDD    EEEEEEEEE            SSSSSSSS       PPPPPPPPPPP         AAAAAAAAAA           IIII         RRRRRRRRRRRR
    |   F B I    D I S C L A I M E R   |                   ------------------------------------------------------DDD--------DDD----EEE---------------------SSSSSSS-----PPP----------------AAA------AAA----------IIII---------RRR--RRR--------
    |                                  |                                                                         DDD        DDD    EEE                         SSSS    PPP                AAA      AAA          IIII         RRR   RRR
    |    THIS GUIDE IS PROVIDED FOR    |                                                                         DDD        DDD    EEE                          SSS    PPP                AAA      AAA          IIII         RRR    RRR
    |      YOUR PERSONAL USE ONLY      |                                                                         DDD        DDD    EEE                          SSS    PPP               AAA        AAA         IIII         RRR     RRR
    | I CANNOT BE HELD RESPONSIBLE FOR |                                                                         DDD       DDDD    EEE               SSSS      SSSS    PPP               AAA        AAA         IIII         RRR      RRR
    |   ILLEGAL DOWNLOADING OF FILES   |                                                                         DDDDDDDDDDDDD     EEEEEEEEEEEEEE     SSSSSSSSSSSS     PPP               AAA        AAA    IIIIIIIIIIIIII    RRR       RRR
    +==================================+                                                                         DDDDDDDDDDD       EEEEEEEEEEEEEE       SSSSSSSS       PPP               AAA        AAA    IIIIIIIIIIIIII    RRR        RRR
    

Sudokuvania: Digits of Despair

Introduction

Sudokuvania: Digits of Despair is a sudoku puzzle hunt that pays tribute to the classic gameplay of action-adventure games like Metroid and Castlevania: exploring a strange new place full of mystery and danger, then gradually coming to master it by defeating enemies and discovering new equipment and techniques to help you in your journey. It uses rules from a variety of common sudoku variants, primarily fog, thermometers, arrows, kropki dots, and German whisper lines, as well as a number of less established rules. It is widely considered very difficult, even for people well-practiced in variant sudoku solving.

The puzzle was set by Skeptical Mario and first uploaded to logic-masters.de on April 5th, 2025. You can find a link to the puzzle on that site, as well as a personal statement from the author.

Sudokuvania: Digits of Despair uses the SudokuPad web-based solving software. Because Sudokuvania makes heavy use of fog mechanics, it is not possible to complete the "world map" as intended without using this software. As of the time of this writing (mid-July 2025), SudokuPad's support for puzzles the size of Sudokuvania continues to be more than a little janky. Please take the following advice (some of which is repeated in the game rules):

Spoiler-free overview and advice

In Sudokuvania: Digits of Despair, you are an adventurer exploring the mysterious castle of Sudokuvania. Sudokuvania is organized into a world map for the castle (the puzzle that the link above takes you to) and a set of boss puzzles (independent puzzles that are linked at various points from the world map). The world map can be further broken down into a set of partially-overlapping grids, which are NxN squares with heavy black outlines in which the standard rules of NxN sudoku hold, as if each grid were an independent puzzle. This information can be found as the first entry in the Learned Rules box, in the top-left corner of the world map. As you progress through Sudokuvania, you will discover new rules that will be added to the box. These rules generally hold only on the world map, and the boss puzzles will have their own rulesets.

When you have a cell selected on the world map, the text at the bottom of the puzzle description box (the green box in the top-right of the SudokuPad UI, beneath the puzzle title) will change to talk about what you've selected:

You can click on cells that you haven't yet revealed and read ahead, but you don't need to, and you'll only be spoiling things for yourself.

Boss puzzles are associated with specific cells in each of the major grids of the world map. These cells are marked with the "smiling face with horns" emoji (😈) and never appear in the cells that overlap multiple grids. While you can solve boss puzzles immediately once you enter the region and can read the puzzle link in the description box, the instruction you receive after defeating the boss is always to place a specific digit in the boss cell. Therefore, you cannot actually progress on the world map by solving boss puzzles before you reveal its corresponding boss cell.

As you might expect, the boss puzzles in Sudokuvania are often quite challenging, but you should also not underestimate the difficulty of the world map. You will probably spend at least as much time trying to figure out the logic on the world map as you do on the bosses. Don't imagine you'll knock the whole hunt out in an afternoon, or even a day; my own personal solve time was close to 24 hours, spread over an entire weekend in which I fortunately didn't have many other responsibilities. Pace yourself and enjoy the experience. If nothing else, trying to solve while you're mentally fatigued will probably just lead to a lot of silly logic errors and frustration.

Just like in Metroid and Castlevania, you will often find parts of the world map that you cannot solve until you have worked on a different part of the puzzle. In fact, even the 6x6 entrance area cannot be solved until you've completed several other regions. Backtracking is an important part of the experience. Because the world map really can be quite a hard puzzle on its own, of course, you won't always be sure if you're supposed to be backtracking, or if you're just missing something.

This guide is written in a way that I hope will allow you to "incrementally" get yourself unstuck. Text that is not hidden by default () should provide a general outline of what parts of the puzzle to focus on. Additionally, each paragraph in the guide starts with a hint or prompt that is not an outright spoiler for any of the logic. This initial hint will sometimes itself be hidden, if I feel that finding it is an interesting part of the challenge, but you can safely reveal it without worrying that I'll be giving away the logic. This applies only to the first phrase in the paragraph, whether it is hidden or not. If that phrase trails off and leads into some hidden text, the hidden text is very likely to be at least a partial spoiler. Later hidden text in a paragraph generally builds on the conclusions reached earlier in the paragraph. The hidden text does cover every major leap of logic in Sudokuvania, and you will spoil the puzzle if you read it all.

Please don't imagine that I myself solved Sudokuvania in exactly the way I've presented it here. This guide leaves out an awful lot of details, like marking up the possible values of various cells and staring perplexedly at the screen, in favor of just presenting the core logic, which inevitably makes it seem like I found it all rather straightforward. This walkthrough was written during my second solution of the puzzle. While I did solve it on my own, both times from scratch, I found it a very challenging puzzle, and I frequently found myself making mistakes and unsure of how to make progress, even on the second time. I have also frequently re-ordered the logic from the way I originally discovered it, in order to present related conclusions together. My actual soluton was much more scatter-shot and inelegant.

The hiding of spoilers in this guide only works in a browser that supports CSS. If you have JavaScript disabled, you can read a spoiler by highlighting the text. If you have JavaScript enabled, you can also read a spoiler by clicking on it; you can then re-hide it by clicking on it again.

A very minor early spoiler, which you can read once you've revealed the first half of the Courtyard: .

This guide will use several shorthands and pieces of jargon:

Chapter 1. Front Gate (grid 0)

Take a moment to familiarize yourself with both the UI and the shorthands I'll be using in this guide:

You can see a bit of a green line in r3c1. This is a clue, but you don't have a rule for it yet, so you have to ignore it for now.

The puzzle here is straightforward sudoku, but you will not be able to complete it yet. Note that you will have to place digits into cells that still have fog, and that's fine. You should end up having filled two of the three cells on the border with the grid to the lower-right (the Courtyard). You can get some interesting pencil-marks in the upper half of the grid, but there's not really anything else you can do here for now. On to the next grid!

Chapter 2. Courtyard (grid 1)

Note that we've gained a new rule, Guide THERMO. Read the description in the Learned Rules box, then click on one of the rule cells in that box and read more about it at the bottom of the puzzle description box. If you've done much variant sudoku, you've probably already seen this rule, but it's good to verify that there's nothing special about it in Sudokuvania. Note that cells on a thermometer always "see" the other cells on the thermometer: because the thermometer must strictly increase, digits may never repeat.

Click on one of the cells you've revealed in the new grid, then read the description of the Courtyard in the puzzle description box. You'll see that we also have a link to the boss puzzle. Since we can't see the boss cell yet, we'll put that off until later.

There's only one clue for how to make progress in this grid right now: the thermometer.

That will reveal all of b4.

You've revealed your first boss cell!

Chapter 3. Thermomonster (Courtyard boss)

This is a great introduction to one of the more important ideas from thermometer sudoku. A digit on a thermometer is always different from every other digit on the thermometer. When a thermometer both (1) crosses a box border and (2) shifts over to fill a different row or column, digits on the thermometer in the first box are often tightly constrained in the second. That happens three times in this puzzle:

Let's start with the first. But that means , so

, so

Now, keep in mind that you don't know which ; in the abstract, it could even be But in this case,

Can we tighten the ranges on those thermometers? Consider the possibilities for . Similarly, ; and ; so

It'd be nice to know is which. Does one seem more constrained by the other clues? the puzzle? Now let's revisit what we said before: Remember that you can place those exactly because of the thermometer.

Now we can look at the remaining outer thermometers.

Finally we can look at b5.

The remainder of the puzzle is straightforward. In case you need to refer back to it, the number to place in the boss cell is .

Chapter 4. Courtyard (grid 1)

You have now unlocked the Sum WHIP. Take a breather to read about the clue in the Learned Rules and the puzzle description. This is just arrow sudoku, but the clarification about what arrows can do in unrevealed fog cells is useful. You've also revealed some arrows in b5 and b6, and the lower arrow overlaps some thermometers.

They cannot be 4 or 5, and if either were 6+, the corresponding arrow cell would have to be 7+, forcing the arrow sum to be 9, which it cannot be. So r6c4 is 2/3 and r6c7 is 1/2/3.

You can now see an arrow and a thermometer in box 8, although you can't see the end of either.

Take a moment to do some sudoku; you should be able to put a digit in . This will reveal b7, but you can't do much with that information yet. Observe in particular that

The clues in b9 are a little hard to read. There's one an arrow occupying at least r6c9, r7c9, and r8c8, and another occupying at least r9c9, r8c9, and r7c8. You can't see if the unrevealed cells are the circles of the arrows, though. This should let you fill all but two cells in boxes 4-9; you can mark your options in the other cells, but you can't do anything there yet. Off to the next grid!

Chapter 5. Quarters (grid 2)

Go ahead and read the description of the new area in the puzzle description. Because these two grids are offset by one cell vertically, the box lines can be a little tricky at first. You should take a moment to fill in what you can, but you're locked out of the rest of this grid for now.

Chapter 6. Factory (grid 3)

If you filled in the possibilities right, you should be able to fill the other overlapping cell between these grids. And now you've unlocked WHISPER dash! Take the opportunity to read the grid description as well as the description of the new rule. This is the common "German whisper line" rule from variant sudoku. There are two general insights you should be able to figure out immediately about these lines: and Note that the clue in this grid doesn't actually tell us anything we don't know, because the thermometer already makes r8c2 at least 6!

There is some interesting logic you can do here to fill a few cells, but you won't make much headway beyond that. For now, you need to notice that a couple of whispers were also revealed back in the previous grid.

Chapter 7. Quarters (grid 2)

The new clues here are quite constrained.

This clue might be tricky to interpret. There is one line between r6c3 and r5c4, and there is a second line between r5c3 and r6c4; the fact that they cross doesn't matter.

You can see a new kind of clue, a red line, running off the grid. Curiouser and curiouser, but not much to be done with it yet. The other clues that just got revealed are more promising. And... well that's interesting to learn.

You can do a little more in this grid before you run off to take advantage of the new rule. . That seems to be it, though; about half the grid is still wide open. Back to the factory.

Chapter 8. Factory (grid 3)

Well, now that we have a knight's move restriction in this grid (and only in this grid), we can make some real progress. Consider the arrow. You should be able to finish the thermometer and b7.

You can now see a relatively long thermometer in b5. And now we've found our second boss cell!

Chapter 9. Disassembly Line (factory boss)

This is a very clever exercise in both of those general insights about German whisper lines.

What can you deduce about where certain digits go on the lines? From top to bottom, then, each long line is .

Time for some coloring. If you're new to this, shading cells in different colors can be a very useful tool for reasoning about where certain digits must be even when you aren't sure of the exact digits. In this puzzle, it's going to be very useful to reason about high and low digits. You don't know whether the digit in r1c2 is high or low, but you know it's one of those; and you know that the cell in r2c2 is the opposite, and that the cell is r3c2 is the opposite of that, and so on. Use the color tool (in the bottom right of the SudokuPad UI) to shade r1c2 dark gray and r2c2 purple. Every cell you mark gray will have the same high/low polarity as r1c2, and every cell you mark purple will have the opposite. You can use whatever colors you like, of course, but I think these two look nice and are still readable on the light blue background that Skeptical Mario chose for this grid.

You can start by marking all of the cells on the line in c2, alternating down the line. What do you know about c8?

What you're going to do now is basically play sudoku without knowing exactly which digits you're using. Essentially, you're exploring two hypotheses at once: the one where r1c2 is and the one where it's . Eventually you'll hit a constraint that only works with one or the other, and you'll be able to fill in a lot of actual digits very quickly. In the meantime, you can still reason about them as "abstract digits", because the combination of (1) constraining a cell to either a low or high digit (e.g. it contains either 3 or 7) and (2) giving it a specific color (e.g. it is purple) means that, under each hypothesis, you've narrowed it down to exactly one digit (e.g. if purple is high, it must be 7). So you can just do sudoku with "abstract digits": the purple 3/7 is a different digit from both the purple 4/6 and the gray 3/7.

Let's start by looking at r1c2.

The middle row of boxes is very constrained.

You should be able to finish the puzzle from here. The digit to place back in the boss cell is .

Chapter 10. Factory (grid 3)

You've revealed the rest of the factory, and you've unlocked a new rule: DOUBLE jump. Go ahead and read about the new rule. If you're used to variant sudoku, this is just a standard Kropki black dot, making one digit the double of the other. This means the lower digit must be 1, 2, 3, or 4, and the higher must be 2, 4, 6, or 8; so a digit adjacent to a dot can never be 5, 7, or 9.

But first, try to make some progress with the digit you just got.

Now we can use our new clue.

Hmm. You can see some book clues (📖) in the new grid, but you don't know what they mean. You must be missing something somewhere else.

Chapter 11. Front Gate (grid 0)

Did you forget that there was a bit of green line here? You know what that means now. Go ahead and place a , and a little sudoku from there will reveal the rest of the grid.

That black dot is interesting. That should let you finish the front gate at last.

Chapter 12. Battlements (grid 4)

Take a moment to read the description of the new grid. It might not look like you can do much here, but

An eye outside the grid? Another clue you can't do anything with yet. But there are a lot of other cells revealed. This should finish this row and unlock the new rule.

Alright, now you know what that eye means: it's a SCRY-PEEPER. Go ahead and read the details of the rule in the puzzle description; there's an important clarification for how the rule works on the world map. And you can test your understanding by counting the visible cells in r3: the eye can see the 1, 2, 7, 8, and 9, for a total of 5, exactly as the clue says. In variant sudoku, this is generally called a skyscraper rule.

What about that other eye?

Back to r6. Note that you can ignore this clue now: no matter how you fill the remaining cells, the eye will see the 8 and therefore see 6 cells. Note that placing this digit reveals some clues in the new grid. Don't try to use them yet;

The eye in c7 A short amount of sudoku later, and you'll find the third boss cell.

Chapter 13. Skysitter (Battlements boss)

This puzzle is quite fun. There are quite a few clues here, and it can be a little intimidating to break in. The opposing eyes are an important constraint, since the numbers are very small. The arrows are also a powerful restriction; and of course there are also some black dots.

Begin with the place where these all interact most strongly.

Now consider the arrows alone for a moment.

It's finally time to consider some of the other arrows.

This places digits in a number of other cells.

The rest of the puzzle can be solved with ordinary sudoku logic. The digit to place in the boss cell is .

Chapter 14. Battlements (grid 4)

Placing the 2 reveals a number of new eyes throughout the world map. You're not quite done with this grid yet, though. The boss digit exposes a number of opportunities for sudoku: , , and . And there's one that's very easy to miss: . As a result, .

This should unlock a flurry of sudoku, but you will not be able to finish this grid yet. You should have 5 of the 7 cells bordering the Hall of Illusions filled, with others being a pair: . Do not fill it any other cells in the Hall of Illusions yet; you have a sense of forboding about it.

Go look at the new eyes. Most of them don't appear immediately useful, but one of them deserves a second look.

Chapter 15. Quarters (grid 2)

This triggers some useful sudoku, most importantly that . And this shows us our fourth boss cell!

You've now finally filled the border with the Courtyard, but we still can't finish that grid. Time for the boss.

Chapter 16. Keymaster (Quarters boss)

Be sure to read the rules carefully. The clues outside the grid here are not eyes; they are "numbered room" clues. The digit in the door must go into the nth cell away in the same row or column, where n is the digit in the immediately adjacent cell (its "index cell"). This can be hard to grasp from a description, so it might be more helpful to see a few examples of valid placements according to this rule alone:

535

555

585

The second of these, of course, violates the standard rules of sudoku and so wouldn't be legal in the actual puzzle.

The rules in the puzzle description aren't completely clear about this, but in numbered room sudoku, "nth" is always a relative index, i.e. the cell n cells away from the clue (as opposed to an absolute index that always starts from the top or left side, like I've been using with "r6" or "c7"). For example, these are legal placements for clues on the right side:

535

555

585

Again, the second example violates the standard sudoku rules and wouldn't be legal in the actual puzzle.

There's an interesting property that's generally true for numbered room clues at opposite ends of the same row or column:

Anyway, the triple clues are the natural places to start.

Consider the 15 cage in b8.

Now consider the 15 cage in b6.

It's finally time to look at the last door.

The remainder of the puzzle is straightforward. The digit to place in the boss cell is .

Chapter 17. Quarters (grid 2)

You just learned two rules, one of which is tied to a quest.

The first rule is CODEX, which you're going to need when you start the Library grid. You won't need this quite yet, but we'll come back to it very soon.

The second rule is collectible coins. You might as well read about this rule now:

You do not need to count the collectible coins as you go. I recommend that you don't. You will not use these counts until Chapter 39, which is a very, very long time from now. You will frequently find yourself backtracking in Sudokuvania, and you will not always be able to fill these cells as you progress, and it will be very easy to lose track of which coins you've counted. Again, I recommend you just ignore the coins until Chapter 39.

But if you really want to keep track of the coins as you go, perhaps because you are obsessively compelled to do so, I definitely recommend that you don't just count them in these boxes. In general in life, whenever you're doing a particularly long or complicated count, you always want to collect, not count. Break the problem down into a set of facts that you can easily verify but also more easily summarize into the count that you'll ultimately need. In this case, instead of writing down how many 5s you've found in the whole map, you should write down what coins you found in each grid. The number of 5s is a fact you can only verify by searching the entire map again looking for coin cells with 5s in them. The set of coins in a grid is a fact you can quickly verify by looking at that specific grid. And if you write that down on a piece of paper like folows, you can easily verify each grid independently and then total up the number of coins in each column:

Grid123456789
1 X
2 X
3 X XX

I'll tell you right now that you only need space for 9 grids. Most of the grids have exactly 3 coins on them, always of different values, and they're never in the border areas. You don't need to assume any of that, but the fact that it turns out to be true will make your bookkeeping a lot easier. But again, you don't actually need to do the count as you go, and you can just ignore the coins until Chapter 39.

Filling the boss cell lets you finish the Quarters grid; this is generally straightforward. Sudoku will complete the grid except for a few pairs that can be resolved by .

Taking a look around before you move on, it's interesting that you've finished this area with so much fog still uncleared. Perhaps there's something hidden under the fog still. There's also a pair of whisper lines leading off the bottom of the grid that clearly cannot be satisfied by any digit, and a mysterious red line leading off to the right that you're starting to see pop up elsewhere. Very odd. Anyway, off to the library.

Chapter 18. Library (grid 5)

Time to read up about the CODEX rule. This is a column-indexing rule, which may be new to you unless you play a lot of variant sudoku (or even if you do; indexing rules are often different from puzzle to puzzle, as in fact we're seeing right now). Much like the doors from the Keymaster boss you just finished, the idea is that you are placing a fixed digit according to the digit in a specific cell. Unlike that rule, however, the digit you are placing is the column number of a cell with the book emoji in it (📖), and the digit in that cell is the column number where it goes. Columns are numbered starting from the left side, just like I've been writing with e.g. "c8". It might help to look at some legal placements:

41

74

4

Unlike the numbered room rule, where certain digits in the index cell can just never work for certain clues, these clues never restrict cells by themselves: any cell in the row could be a legal place to put the column number of the clue cell. It's only in interaction with other clues, or with digits you've already placed, that the rule comes into its own.

Right, so, let's get started. You can see three codex clues. Since r6c1 = 2, r6c2 = 1. That reveals more of the grid, but there's something else to notice first.

Now you can check out the clues in b5.

Both of these arrows have 1s on them.

The puzzle suggests looking at these new cells in b8, and so do I.

Chapter 19. Maintenance (grid 6)

Well, dust yourself off. You're in a new grid, but there's also a new rule. Go ahead and read about it in the puzzle description box.

Chapter 20. Prism Break (Maintenance boss)

This is a really fun and unique puzzle.

The first rule to learn here is the shading. You're going to have to shade the entire grid, making every cell either a cave or a wall. The cave cells all have to have some orthogonal path to each other. (Orthogonal means passing through the edges between adjacent cells, not through diagonals.) They form one unified group. The wall cells all have to have some orthogonal path to one (or more) of the edges of the grid, but they can be in multiple groups. So this would be a valid shading of a grid:

Rules like this, with different shadings of orthogonally-connected cells, come with an extremely handy little theorem about every 2×2 portion of the grid:

I suggest using dark grey for wall cells and light grey for cave cells, because I think it looks nice on this puzzle. You might reasonably decide that the contrast isn't good enough, though, especially between the light-grey-and-pink and the default pink background.

The second rule is the akari rule. (This comes from a completely different kind of logic puzzle called "light up" or akari.) Some of the cave cells are going to be "lanterns". Lanterns casts light in all four orthogonal directions, illuminating any cave cells. Light only travels in straight orthogonal lines, never travels along diagonals. Light is also blocked by wall cells and doesn't illuminate cells on the other side. The big constraint in akari is that no two lanterns are ever permitted to illuminate each other, so if two lanterns are in the same row or column, there must be at least one wall cell between them. Since lantern cells are always cave cells, there's a bit of a visual collision when it comes to marking them in the grid. I suggest marking lantern cells by coloring them yellow rather than the light grey of a cave. As long as the cave and lantern cells are both light colors and the walls are a dark color, you probably won't have trouble remembering that lantern cells are also cave cells. With that in mind, this would be a valid placement of lanterns in the grid above:

Note that it's fine if two different lanterns see the same cell; it's only a problem if they see each other. There are many different possible valid placements of lanterns in this grid, at least according to the rules of akari alone.

The third rule, which is special to this puzzle, is that the digit in a lantern cell tells you how many cells it illuminates, including itself. With the placements above, the digits would have to be:

3
42
2
55
73
4
22

This, of course, interacts with the rules of sudoku, because it means you can never have two lanterns in the same row or column that illuminate the same number of cells. Our lantern placement violates that, so it would not, in fact, be a legal lantern placement under these rules combined. You can fix it by just moving the lantern in r7c1 to r6c1: all the cave cells are still illuminated, but now that lantern contains the digit 3 and doesn't violate sudoku.

The final rule is the cages. Cages in this puzzle are always in wall cells, and the digit in a cage is the number of lanterns in the orthogonally adjacent cells. So if there were a cage in r5c5 in my little example, it would have to be filled with 2. This will be a key rule for breaking into the puzzle.

Start by shading all of the cages as walls. Remember that all of these will have to connected to an edge of the puzzle.

Recall that each lantern contains the number of cells that it illuminates. Be sure you don't try to mark cells that don't have lanterns specifically as cave or wall cells! You don't necessarily know that; all you know is that it isn't a lantern. I found that I could get by without marking non-lantern deductions, but you might consider finding another way to mark them if you want.

There's another place that's restricted in its illumination. Mark the cells it illuminates as cave.

Don't forget the theorem I explained above.

These new cave cells make illumination tricky again.

You haven't done much with the lanterns in c8 yet.

You just added a bunch of new lanterns.

Time to look at the left side of the puzzle for a chanege.

That creates interesting constraints in r1.

You're very close to finishing the shading. This still doesn't finish the shading, but the rest of the grid can be solved with sudoku, and you'll shade the last cells along the way.

The digit for the boss cell is .

Chapter 21. Maintenance (grid 6)

You've unlocked the AKARI LANTERN rule. This is completely useless; there are no akari lanterns on the world map, and in fact the rules box doesn't even bother to list it. But you've also unlocked the DARK rule, and the rules box does cover that; go and read about it in the puzzle description box. Unlike the earlier rules, this one doesn't build out of the rules of the puzzle you just solved; it's just its own new thing. It's a little weird, don't worry about it. Anyway, the rule is just that dark-shaded cells have a lower value than all of the non-dark cells they're adjacent to; that's going to be the key to finishing the maintenance grid. The rule also mentions that fog doesn't clear easily around dark cells, but you can't control the fog clearing anyway, so it's not anything new.

I used to play a lot of greater-than sudoku puzzles, and this rule has a lot of the same characteristics. Generally, you tackle rules like this by thinking about how they rule out digits, keeping in mind that they give you the most information about the smallest and biggest digits that you haven't placed yet.

The dark cells in b8 are getting a little tight now.

This next leap is quite good. The revealed cells force the choice. So

Back to the arrows.

Remember what I said about the general approach to greater-than rules.

Time to look at b5 again.

There's an arrow you haven't done much with. This reveals a few more cells and permits some sudoku.

Now think about small digits in b3. The rest of the grid is finishable with sudoku.

Okay! You revealed a short roaming line that leads back to the rest of the map, and the AKARI LANTERN has revealed a bunch of cells all around. You can zoom out and repeatedly undo/redo your last few digits to see exactly what changed, but here's the rundown:

Let's try to mop up the unfinished business in the earlier grids before heading back to the Library.

Chapter 22. Courtyard (grid 1)

The whisper line in r2 lets you finish this grid.

The eye above r1c9 is now looking at a fully-filled-in column, and you can just compute the right value for it. Go ahead and fill it in!

The new clues off the bottom of the grid are somewhat interesting, but there isn't much you can do without knowing how rules work off-grid. Hmm. Keep it mind for later.

Chapter 23. Quarters (grid 2)

There's clearly no way to fill a digit in the cell on the whisper line beneath r9c4. Hmm indeed.

The only other new thing here is the eye above r1c5. As before, it's looking at a completed column, so you can just compute the right value: You can fill that in, and assuming you also filled the eye clue in grid 1... oh hey.

Chapter 24. Serpent (hidden puzzle 2)

This sure looks like a grid, and if you click on a cell in it, the puzzle description box confirms that it's a 4×4 sudoku. It has no given digits, but it does have four eyes and a ROAMING palindrome line.

Reasoning about the palindrome is the key here. The center of the palindrome is the pair of r4c1 and the cell immediately beneath it, the one with the eye clue. Cells that are an equal distance away from this will be the same. You'll be thinking about which cells are the same or different without knowing exactly which values they have, so this is a great place to use color (or, if you'd prefer, SudokuPad's letter tool, which will let you mark cells A/B/C/D; you can enable it in the gear menu, then hit the 9/A button in any of the number-entry modes).

The palindrome has length 14, so you get 7 pairs from it. Two of them, of course, are just the 3s at the endpoints. Some of the pairs are more immediately helpful than others, but you can really start anywhere.

Looking at the center:

Looking at the ends:

Alright, you've got the pattern of digits set, even if you mostly don't know which is which. How do the eyes constrain the colors?

If you fill all of the cells, including the eyes, you should see the hidden puzzle get checked off in the quest progress box (in the bottom right of the map).

Chapter 25. Battlements (grid 4)

Just a little to mop up here. The new whisper line forces , which should fill everything except 2-cell and 3-cell sets in each of the bottom six boxes.

It's been a bit since you've used a codex clue, and you're about to head back to the library, so r8c7 is a nice refresher.

Three pairs remain, but there's no way to resolve them for now. Don't get tempted by the Hall of Illusions; time to hit the books.

Chapter 26. Library (grid 5)

Alright, there are two new codex clues in c4, and they're on a whisper line.

Can you constrain that more tightly?

There's some sudoku to be done. Back in b1,

Aha, the boss cell. Tidy up here with a little sudoku and then head in to find...

Chapter 27. Book Constrictor (Library boss)

Be sure to read the rules, because there's a lot of them. You've got three full columns of codex clues, six killer sudoku cages, and three circled cells that have to contain odd digits. But you've also got to place a snake: a non-branching, orthogonally-connected path through the grid. That's new, so let's spend some time on it.

You're going to want to mark cells for this. I suggest coloring cells that you know the snake doesn't pass through grey, and then you can use yellow for the snake cells. (Green doesn't show up well against the green background.) The rules tell you five things about the snake:

  1. The snake starts and ends in the circled cells in b6. You can go ahead and mark these two cells yellow.
  2. The snake never passes through cages. You can go ahead and mark all of the cage cells grey.
  3. The snake passes through all of the cells that index themselves: that is, all of the codex cells that contain their own column number.
  4. The snake never touches itself, even diagonally. So if two orthogonally-adjacent cells are both snake cells, they must be consecutive cells on the snake; and if two diagonally-adjacent cells are both snake cells, the snake must make a corner between them. This also means the snake cannot "turn around" in less than three cells:
    Otherwise it would touch itself diagonally.
  5. The snake contains only odd cells.

You can make some immediate inferences about the snake from all this. The snake cannot pass through the cage in c1, But the snake does have to enter c1 at some point. The snake must leave this corner somehow; you can actually constrain it already, but it's not particularly elegant, so let's leave it for now.

Recall what you learned about codex clues in earlier grids:

The snake must pass through self-indexing cells.

How does the snake you've been building connect to its ends in b6? Similarly,

All these restrictions mean something for the codex clues. In b1, The 5 you placed earlier tells you two things:

You've constrained digits interestingly in r1. Well, hold on, what does that mean?

There's a cage you've been neglecting.

The snake's path is constrained now. At this point, sudoku will finish most of the top two-thirds of the puzzle.

After you're done up there, get back to the snake. A little sudoku will fill in the last of the codex cells; be sure to place the indexed digit appropriately. Sudoku will take care of the last few cells. The boss cell should be filled with .

Chapter 28. Library (grid 5)

Placing that digit reveals the rest of the library grid, but it also reveals a new quest: Wall Sandwiches. This is optional, and frankly it's not much of a puzzle; on the one hand, you can skip it, and on the other hand, it's not really a burden to do it anyway. The reward for completing it is some extra clues for the next few grids. These extra clues can all easily be ignored, so if you don't want them, you can just pretend they're not there either way. This walkthrough will be explaining how to solve the puzzles without them. It's really up to you.

Anyway, to do Wall Sandwiches, you need to click the quest marker (just below r9c9 in the library) and read the description in the puzzle description box. This will explain the puzzle, and more importantly, it will tell you how to report the answer in a way that will show you the remaining clues. Basically, there are some sandwich icons in the walls outside certain grids; for example, there's a 17 sandwich outside r3 in the Quarters (grid 2). This number is the sum of the cells between two unknown digits in that row or column; the puzzle is to deduce the two digits. Once you've figured them out, you put them, in increasing order, on the appropriate cells in the quest progress box (in the bottom-right of the world map). This will reveal another set of sandwich icons, which you solve the same way. Complete walkthrough:

Back to the normal library grid. Filling the boss cell immediately creates a few sudoku opportunities. It also gives you an arrow, which can be easily solved (), and that resolves the rest of the grid.

Chapter 29. Portal (grid X)

This is a fun little interlude. The "portal" is a 5×6 grid connecting the library grid to the "elsewhere" grid on the right edge of the map. The portal is not a sudoku grid; it's a completely different kind of puzzle called fillomino. In a fillomino puzzle, you are responsible for dividing the grid into orthogonally-connected regions. Regions of the same size can never touch orthogonally. Every cell in a region is filled with the size of the region. So, for example, this is a valid division of a 4×3 fillomino grid:

1442
4432
2233

This grid is seeded for you by a 1 and a 2... and by the five digits that overlap c9 of the library grid. So e.g. r2c1 is part of a nine-cell region, each cell of which must be filled with 9. You're going to get started here by applying one of the basic ideas of fillomino: find a region that needs to grow but is constrained in an interesting way, then try to grow it one cell at a time. In this case,

This next step is pretty neat. Hint:

Do some .

That constrains the regions a lot. Don't forget that you've There is only one way to fill out the remaining regions:

Chapter 30. Elsewhere (grid 7)

Finishing the portal reveals most of the next grid. This is an irregular sudoku grid: it follows the normal row and column restrictions of sudoku, but instead of having a regular 3×3 array of 3×3 boxes, it has arbitrary regions of 9 orthogonally-connected cells. These regions still have the same restriction as boxes, though: they must contain all the digits from 1-9, which means digits cannot repeat within the region.

You can see the borders of 7 of the regions. The border between the other two can be easily deduced: the region that contains r5c5 must also contain the 5 cells to its top, bottom, and left, and running right, it reaches 9 cells at r5c8. If you want to draw the line between these regions, you can use SudukuPad's pen tool: click on the gear icon above the number pad, then click on Enable Pen Tool. This adds a fifth entry mode to the right of the number pad; make sure the drop-down box says either "Edge Only" or "Edge and Center", then drag along the edge in the grid to draw a bold edge line there.

I'm going to need to talk about the regions. Fortunately, they're very symmetric and still relatively strongly associated with specific parts of the grid, just like boxes are. So I'm actually just going to use b1 through b9 again, despite them not being, strictly speaking, boxes:

Irregular regions can be very interesting because cells can restrict the placement of their digit in other regions a lot more than they would with 3×3 boxes. Just by looking at the shape of these regions, for example, you know something interesting about the digits in the corners:

That's pretty abstract. Can you apply the same idea to one of the digits you've already filled in?

There are a couple of other digits that are nearly as constraining. Can you do anything with those? That reveals a bunch of new cells, including a really intriguing red diamond; but you don't see a rule for this clue yet. Put it out of mind for now and get back to what you were doing.

That creates an interesting constraint, because This row is really starting to fill up.

Remember what we figured out about the corners? But more importantly, it reveals the boss cell.

Chapter 31. Enlightningment (Elsewhere boss)

This is a very fun but also very challenging puzzle. Like the Elsewhere grid, the regions are irregular; unlike the Elsewhere grid, you don't know where any of the borders are at the start, and you have to pull off some pretty tricky reasoning to even start applying the main rule that lets you deduce them!

The puzzle has three kinds of clues:

All of these clues connect "adjacent" cells in one way or another: black dots sit between two cells, and the other two clues involve lines between cells. The big, crazy rule of this puzzle is that each of these kinds of clues interacts with regions in one of two ways:

The rules don't saw which clues have which interaction, but they do say that 2 kinds of clues have the first interaction, and the third kind has the second interaction.

The way to start this is by trying to figure out which rules have which interaction. It would be really convenient if one of the clues boxed itself into a corner, like if there was a diamond in r9c9 connected to r8c9 and r9c8; then this would have to have the first interaction because otherwise r9c9 would have to be a 1-cell region. Unfortunately, you can't see anything like that. But you can try to find things like that that involve interactions between clues.

Consider the clues in the bottom left.

Now consider the clues in the bottom right. There are some other ways to puzzle through this, but I like this one.

Having figured out the interactions, it's time to start marking out the regions. The best way to do this is by coloring cells. It's tempting to think that you could mark a region by just drawing the border between them, but that doesn't really work in this kind of puzzle because you'll rarely know where exactly the borders are until fairly late the in the puzzle. Instead, you'll have these amorphous regions that you'll be building up as you go along; coloring is a much better way of marking that. To do that, you just need to make sure that regions that might touch are always shaded with different colors. Now, there's a mathematical theorem that says that something like a sudoku grid can always be unambiguously colored with at most four colors. Unfortunately, you need to know exactly which regions touch before you can do that, and you won't know that perfectly as you're solving the puzzle. Don't be afraid of just using a lot of different colors at once; as long as you can tell them apart (both from each other and from the un-colored background), you'll be fine.

I suggest starting coloring by (spoiler only if you're reading ahead and haven't figured out the interactions yet) It's going to be useful to have some way to refer to the regions here, and unfortunately, they look like they're going to end up much less symmetric and evenly-distributed than the irregular regions in Elsewhere. I'm just going to pick specific colors for them, which means that if you want to follow along, you'll probably have to pick the same colors. Here we're going to start with four regions:

Now don't forget the interactions for the other rules. let's make that Red. If you learned the Pen Tool before, I suggest drawing a line around it to remind yourself that it is complete. One last observation of this kind in a very different part of the grid: can you say anything about ?

Okay. The clues around Blue look interesting, but you haven't done much with them yet. Therefore this is the start of a new region, Orange; This corner is now getting quite crowded. Both of those seem possible for now, though.

This seems like a good time to remember that this isn't just a coloring book. Let's start with the clues overlapping Yellow. I'll come back to this soon.

These options are directly affected by another set of clues:

Now, consider each of the options for Yellow in turn. You'll need to explore each path for a bit, but if it looks okay after a few steps of logic, pull back and try another. This is a kind of "bifurcation", in other words guess-and-check, which is sometimes looked down on in sudoku solving, but I haven't been able to find a more elegant approach to breaking in. You don't have to search too far, though.

You should have found that only one option actually works after considering the next few steps, so go ahead and put it in. This creates an interesting constraint in the column:

It's finally time to look at Blue.

You can get back to coloring now. You just learned that If this corner was crowded before, it's ready to burst now. Does Blue need to grow in any particular direction?

There are now some interesting constraints in c8.

Keep your focus on Dark Grey. That creates an interesting constraint in the row.

Look left. You already discovered that

How can Dark Grey grow?

At this point, it makes sense to start shading some new regions, but we have a color problem. There are three colors on the palette that we haven't used: Green, Light Grey, and Grey. The different greys are actually pretty easy to distinguish from each other; the problem is that Light Grey is really hard to distinguish from the background color of light blue, so I don't want to use it on this grid. We won't need to mention the old Yellow region again, so I'm going to have you coloring one of the the new regions Yellow as well. I'll use it for a region that will definitely never touch the old one, so there won't be any ambiguity. That said, if you aannoys you to have two regions the same color, you can use SudokuPad's extended color palette to recolor the old Yellow region to some other color that's easy to tell apart, like Brown. (I suggest recoloring the old region instead of giving the new region one of the extended colors because you won't want to constantly switch palettes while you're coloring.) To do this, just click the rainbow icon beneath the color pad, which will give you access to a second palette of nine more colors. Brown is in the bottom left of this palette. After you've recolored the old region, click the rainbow two more times to return to the original palette.

Alright. The new Yellow region is going to start in . start coloring that one Grey. There will be one more new region, Green, but you don't know how to start it yet.

Growth in the bottom-right corner is pretty restricted. This puts a very interesting constraint on Orange:

Try to wrap up Pink. So not quite finished, but really close.

There's a lot of sudoku left to do in that row. Coming back to r6, you can place the One of these is particularly useful: That must be a new region; go ahead and color it Green.

The unplaced digits in Orange are Coming back to that row,

At this point, you're mostly trying to figure out how you can get the right digits in every remaining region. The hardest constraint here is in the top-left, where the remaining whisper line means that different regions have to take different digits. There's a couple ways you can puzzle this out. I suggest starting with Red You should be able to complete c1, c2, c8, and c9 with sudoku.

Time to look at Grey. You can place the rest of the digits by sudoku now, and SudokuPad will tell that you're done, but you're not really done until you've finished coloring the regions.

The digit to place in the boss cell is .

Chapter 32. Elsewhere (grid 8)

Filling the boss cell reveals that zipper lines (excuse me, ZIPLINES) have also been added to the world map. Go ahead and read about the new rule in the puzzle description box. Yes, it's the same rule you just used for the boss puzzle, but the puzzle description box says in a way that's very subtly different:

Along a red line, cells an equal distance from the center cell of the line contain digits that sum to the center cell.

That is, cells on the line should always contain digits. And you can see in the revealed cells that sometimes that digit is allowed to be 0. Very interesting!

Anyway, you can see an awful lot of pairs of cells on this zipper line; wouldn't it be nice if you knew what the sum was? b6 has a very useful shape.

You can do three things with that right away:

Stay there for a moment. There are four remaining digits.

There's a lot you can figure out just with sudoku now. Spiralling from r3:

There's one last zipper pair in this puzzle. You can finish r3 by sudoku, but something else much more interesting just happened: a new quest right above r1c8, and some new revealed cells way in the bottom-left of the map. You don't need this to finish Elsewhere, but we'll come back to it soon, I promise.

c1 and c9 have some interesting structure: Meanwhile,

It's time to look into the eyes. Remember how to use these clues. The most obvious restriction is that r9c3 By the same logic, r1c3 . Since the bottom eye

A lot of sudoku is now unblocked, and that very nearly solves the grid by itself: all that's left are four ambiguous cells in the lower left, which can be resolved by

Chapter 33. Outside the boxes: Tutorial

Okay. Now it's time to read that quest just above r1c8 in Elsewhere. This quest is not optional! You can skip the hidden puzzles you find, but you need to complete at least the zipline in order to make progress in the map.

Got it? You can fill cells outside the grids with any digit, including 0, but you can also leave them blank. And the rules all actually leave room for this — as you're about to see, because there's a sort of tutorial that's also been revealed in the bottom-left of the grid, just to the left of the Courtyard (grid 1) and under the Front Gate.

The first tutorial is thermos and arrows. You can leave cells on thermos and arrows blank, but the arrow's circle must have a digit in it, and the filled-in cells on the arrow must sum to that digit.

The second tutorial is whispers and dots. Dotted cells must contain a digit, so they're exactly like normal. Whisper lines are very different, both because they can contain 0 and because they ignore unfilled cells: two cells are now adjacent for the rule if all the cells between them on the line are unfilled. For the upper line, On the lower line,

The final tutorial is about zippers. The center cell must contain a digit, and equidistant pairs must still sum to that. So at least one cell in each pair must be filled.

That completes the tutorial and reveals most of the zipper line earlier in the puzzle. But before you try that, recall that you've been seeing a bunch of clues that run off the grid all along. Why not see if you can satisfy any of them?

In grid 2, there's a whisper cell between a 1 and a 9. In grid 1, there's a thermometer cell between a 3 and a 4. And there's a whisper cell between a 5 and a 6. Oh hey, look at that, a hidden puzzle.

Chapter 34. Dancer (hidden puzzle 1)

Most of this puzzle is a 4×4 sudoku grid, which as usual must be filled with 1/2/3/4. That means only two cells count as outside the grid, and one of them is the arrow circle; keep that in mind.

The first thing to do is to try to constrain the arrow sum.

The rest of the grid can be filled by sudoku, but that's not quite the end:

Chapter 35. Outside the boxes: Zipline

You can finally count cells on this zipline to figure out which pairs are equidistant — not quite all the way to the end, but a decent distance. It's a little tedious, though, and you don't actually need to: just fill them in from the right.

The cell to the left of the eye above Elsewhere was revealed to be a 6.

Next up are the paired thermos. Note that the upper thermo grows to the left and the lower thermo grows to the right. The circle on the bottom Don't forget to fill in all the paired cells. And don't forget that the

Continuing to the left, you'll find some unrevealed cells on the zipline. However, since the gaps are all a single cell and the zipline cannot branch, this does not create any ambiguity about the pairing. The 2 in the eye above the Library must be paired with a 6. The 6 in r1c5 of Maintenance must be paired with a 2 — oh look, another hidden puzzle... but you can come back to that in a moment. Just keep filling in pairs. Eventually you'll reach the in r5c9 of Quarters, and that must be paired with a in r6c9 of the Hall of Illusions. You should see in the Quest Progress box that you've now finished the Fast Travel Zipline, but much more importantly, you should also see a very interesting warning about the Hall of Illusions! You'll come back to this later; it's time to solve the hidden puzzle you just found.

Chapter 36. Wolf (hidden puzzle 3)

Okay. This is a cute little puzzle. It's a 4x4 sudoku, so all of the cells are going to be filled with the digits 1/2/3/4, and most of the grid is on a zipper line.

Your main tool for solving this is thinking about the zipper pairs. It's going to be extremely useful to color in all the different pairs. Fortunately, there are exactly 9 pairs, so you won't run out of colors, although light grey can be hard to distinguish from the white background.

You could approach this by trying to narrow down the sum, but I have a better suggestion: .

Now you can think about the sum. At this point, the rest of the puzzle is straightforward. Don't forget to fill the sum and the four cells on the line outside of the grid. If you've done it all right, you should see a checkbox on the Wolf in the Quest Progress box in the bottom-right of the map.

Chapter 37. Hall of Illusions (grid 8)

Finally it's time for the Hall of Illusions. Read the warning at the end of r6: every clue in the grid is lying. The rules of sudoku still apply, but every explicit clue within the grid must work out to be "wrong". Be sure to click on the new rule in the Learned Rules box and read the explanation carefully, though, because "wrong" has a specific meaning for each kind of clue which might not be quite what you'd expect. Please feel free to just skip my unbearably pedantic notes on each of the following rules:

Thanks for putting up with me through all that. Note that, crucially, only the clues entirely inside the Hall of Illusions grid are lying; clues that affect the grid but also involve cells outside of it must still be correct in the conventional sense. This is why r6c9 still has to be 6 to satisfy the zipper line: the zipper line extends outside of the Hall of Illusions, and so r6c9 and its paired cell are required to sum to 8. Perhaps more importantly, the eyes above c3 and beneath c7 are outside of the grid and are still honest about how many cells they can see.

If you completed the Wall Sandwiches side quest, there is a clue above c2 here. You do not need this clue in order to solve the Hall of Illusions, and I will show how to solve the puzzle without it, but feel free to use it in your own solution as your reward for finishing that quest.

If a thermometer is lying, then the cells strictly increase as they move towards the bulb. This reveals a few cells in b5 and a lot of very dense clues. Take a moment to remember what these clues actually mean. Because of the lying arrow clues, r4c4 is not the same as either r3c3 or r5c3. Because of the lying dark clue, r4c4 must be greater than r4c3. And because of the lying index clue, whatever digit is in r4c4 is not the column index of the 4 in r4.

Every square in b5 is dark. What does that tell you about ? This fully reveals the bottom half of the puzzle. And sudoku creates an interesting constraint along these lines:

Consider the whisper line.

How does all that affect b5?

There's a lot to be done in b6 now. That means that

That last bit of logic leads to an important deduction on the other side of the grid. Some simple sudoku finishes the row. A quick deduction finishes another: . And to nearly wrap up this entire row of boxes, and oh! Look at that, the boss cell.

You can do the boss puzzle now, and filling the cell will make the rest of the logic a bit simpler. However, you're not actually stuck quite yet, and you can do pretty much all of the remaining logic without filling the boss cell, just leaving a few cells to be disambiguated. I'm going to take you through that now, but feel free to just come back to this point after the boss puzzle if you'd prefer.

There's something else you unlocked by solving b5. And that's interesting, because .

Looking again at your deductions in b6, By sudoku, Sudoku should now allow you to finish r4, c7, b4, b6, b7, and r7, leaving just 15 unfilled cells in the grid.

Now you're definitely stuck. What was that about a boss...?

Chapter 38. Negative Zone (Hall of Illusions boss)

This is a fun and very original puzzle. It's really quite novel; I can't remember having seen these exact rules before elsewhere. They are:

Some digits are more constrained by these rules than others. A grey 5, for example, can be adjacent to any other digit. A grey 9 can only be adjacent to four possible digits: 5/6/7/8. But two digits are even more constrained than that when placed in grey cells: , and . The full set of restrictions hold when either cell is grey, so they also apply when the *other* digit is in a grey cell. You need to remember, though, that when both digits are pink, only a 1:2 ratio is prohibited. As an exercise, go ahead and mark where the 4 can go in b3.

It's time to get started for real, and it's pretty clear that you should start in b5. Remember that Moreover, There's one last deduction you can make in this box for now:

Stay focused on those constrained low values. In b8, Also, And in b2,

There are now a lot of constraints up there. Similarly, In fact, what digits are allowed in the remaining cells in this box? By sudoku,

All of those deductions are ready to spill over.

Follow the wave of logic down into b6. Meanwhile, The rest of this box can be finished by sudoku. At this point, the puzzle becomes pretty straightforward as the wave of deductions sweeps around the edge of the grid.

In b9,

In b8,

Let the wave skip a box. In b4,

Now it's mostly mopping up. Back in b4, The last box can be completed entirely by sudoku.

The boss cell is . If you finished chapter 37 before, you can now complete the Hall of Illusions with sudoku; if not, just pick up from where you left off, and we'll meet again in...

Chapter 39. Golden Temple (grid 9)

You can only see nine cells in this grid, and there are already two cells with coins in them. Furthermore, the puzzle description is talking about "dazzling wealth". You've completed grids 1-8 now, so this seems like the right moment to go count all those coins you found. In fact, I'll save you the effort if you want:

Grid123456789
1 XX X
2 X XX
3 X XX
4 XXX
5 X XX
6 XXX
7 X X X
8

To understand how to use this, go re-read the collectible coins rule. There are N coin cells across the entire map with the digit N in them. You have not found any 1-coins, so there is one remaining 1-coin outstanding. You have found 4 7-coins, but there are seven of them in total, so there are still three 7-coins outstanding. Anyway, to quickly summarize, there are three remaining coins of every value except 1 and 2, of which there are 1 and 2 remaining, respectively. That's 24 outstanding coins in total.

There's no clear way to use that yet. For now, all you can see is some indexing clues. Clear your head and remember that these clues aren't lying anymore! That reveals a few cells.

This first deduction is fun. As a hint, As a second hint,

Placing that last digit reveals a very interesting shape in b5: a ring of dark cells, each with a coin in it. (The money bags (💰) are decorative and have no significance in the puzzle.) You know something about one of these cells: Actually, though, you know more than that. And that

There are several places you can use that; I suggest you start with . This reveals some cells in the corner, but put them aside for a moment. You've revealed the rest of b8. You also know something useful about it in . In the same box,

Come back to c3. Now in c2, .

It's really hard to ignore all the clues in b5, but there isn't much you can say concrete about it yet. Still, there are some ideas worth exploring. All of the dark cells Conversely, That's about it for now.

The puzzle did reveal this little arrow in b3. What can you do with that? Placing that reveals the rest of the grid. Note that By sudoku, then, . And I know it's been awhile since you thought about this, but .

Are there any other coins constrained now? That accounts for all of them.

There's a little mopping up to do now. If you didn't do the indexing before, That constrains ; the same logic also gives you . Sudoku then gives you , which finally settles that . Also, when you filled in the whisper line in b1, you and now .

You've now accounted for all of the , so . In b2, it must be in by sudoku; .

You can constrain another coin with a little work. Hint: consider . Similarly, and the others can be placed by sudoku.

Now another coin has become constrained. From there, normal sudoku should very nearly finish the puzzle; if you find yourself with a few cells left along the top and right of the puzzle, just and you should wrap it up.

There are exactly 24 coin cells in the Golden Temple, so that's all of them; there's no other treasure on the map. You can now fill in the numbers 1 through 9 into the "collectible coins found" box in the Quest Progress box.

There's a boss cell to the right of r5. If you're not quite feeling up to that right now, though, you can take a detour: r4c1 is dotted with a cell off the grid. Dotted cells have to contain a digit, even off the grid, so r4c0 must be . And hey, another hidden puzzle!

Chapter 40. Spider (hidden puzzle 4)

This is a pretty quick puzzle; if you get the basic idea right, it really just falls straight into place. It's a 4×4 grid, so it must be filled with the digits 1-4. The lines are thermometers, but you can't see any of the bulbs. Different thermometers only share cells at the bulb. Remember that cells outside of the grid can contain 0 or be blank.

Okay. One of those rules is the real key to unlocking this puzzle:

In this puzzle, there are two cells that that applies to: . The former The latter .

Since you know where a bulb is, you can place possible digits. On the upper, . ON the lower, . The last box can be filled by sudoku.

Chapter 41. Sacrifission Lambda (Golden Temple boss)

I really enjoy this puzzle, but it has an extremely funky rule that makes it very difficult to wrap your head around. Don't feel bad if you struggle here.

There are two special rules in this puzzle:

This is the most arithmetic-heavy of all the puzzles in Sudokuvania, and it's going to help if I can talk about that concisely. So let's get some notational issues out of the way:

  1. I'm going to need to talk about fractional values. The general convention in this document is that 1/2 means the digit set {1,2}, but in this puzzle, that will be confusable with the fractional notation for one-half. In this chapter, I'm going to use decimal numbers like 1.5 for fractional values, but I will also switch around digits to try to make them not look like reasonable fractions; so you might see me write 2/1 instead of 1/2.
  2. I'm going to need to talk about integer multiples of fractional values. I am just going to say things like "a multiple of .5" and expect that you understand that I mean some whole number multiplied by .5. Please do not email me about field theory.
  3. I'm going to need to talk about the least or the most that a value can be. If I write ≤5, I mean "some number that's at most 5". Note that you can meaningfully add those as long as all the signs are the same: ≤3.5 + ≤4.5 = ≤8

Okay. Start with some general observations:

With all of that in your toolbox, what value does r5c5 actually have? Focus on .

Now think that through again with the new value. Continuing outward, Now come back to the purple line, because there's an easier way to think about its sum: You won't use this information for awhile, but it's a great tutorial about how to think about the lines.

Does the value of r5c5 change what you know about about how many segments are on each of the green lines and the values in their intersecting cells?

Now consider how the purple lines might break down into segments. You can use SudokuPad's Pen Tool to mark these segments; just draw lines over the puzzle's lines where you know cells are on the same segment. These purple lines are both quite long, but you can tackle them from each end:

Do any of these segments seem especially constrained? . And remember that that segment wasn't the end of the line:

You've finally learned something new about the lines you started with.

What about the other long segment? What does all this mean for the remainder of this line?

That tells you something about . You know that .

The next line to consider is .

Some digits are constrained in b5. On the southwest line, On the southern line, On the southeast line, Those three deductions mean that .

Sudoku tells you something interesting now. Sudoku puts (in b1) , (in b4) , and (in b6) Considering the southwest green line again,

You've nearly finished using the information on the lines down here; consider the intersection . and by sudoku, , which then gives . Returning to the line,

Time for some sudoku. In c5, . In r3, In c6, Therefore .

Now you can finally do something with this end of this purple line. Recall that By sudoku, . By sudoku, which in turn completes b1, b4, and r5. The purple line in b6 The next segment The last segment . On the southeast green line, .

The rest of the puzzle can be solved with sudoku. The boss clue is .

Chapter 42. Secret Passage (grid Z)

Did you think you were done? Well, you're actually pretty close now, I promise. Just one more grid...

To get there, though, you have to solve this little thing. Remember all of the outside the boxes rules?

Got it?

That gives:

What's the critical sequence there?

And now you've popped through to the final puzzle!

Chapter 43. Throne Room (grid 10)

This is a great puzzle. It is very difficult. It is very easy to mess up, and it is even easier to think you've messed up. Take it easy, take it slow.

Okay. Revealing this grid also filled in the last rule in the Learned Rules box. Go ahead and click on that to read the big new rule for this puzzle. The gist is that this puzzle is an 11×11 grid, and you have to put nine non-overlapping 3×3 boxes into it. The normal rules of sudoku apply in all nine boxes and all 11 rows and columns, except that rows and columns don't necessarily contain all nine digits (but digits still cannot repeat within one). The puzzle also features ziplines, whisper lines, arrows, indexing clues, dotted pairs, eyes, and a thermometer. It's a lot.

Rows and columns are numbered from the top-left corner of the grid. The top-left corner is r1c1; the bottom-right corner is r11c11. Numberings don't change just because cells aren't in boxes; they are absolute in the grid. The rules never say this, but this also applies to indexing clues: if r3c6 (the northern indexing clue) contains 7, then r3c7 must be in a box and must contain 6. The indexing does not change just because some cells in that row are not in boxes. Note that this implies that these clues can never index into c10 or c11.

As you're solving this puzzle, you will need to mark your best knowledge of where the boxes are. When you've fully positioned a box, you can use the Pen Tool to draw a thick square around the box. While you're still positioning boxes, however, I recommend using color to mark cells that you know are in a particular box. Adjacent boxes should use different colors so that you can easily tell them apart. You will also want to color in cells that you know are not in any box, just to make it clear that you can ignore them. I will use dark grey for out-of-boxes cells and blue, green, and orange for different boxes. (Normally, I do not suggest using dark grey for coloring because it can be hard to read digits against it, but in this puzzle, there are never digits in these out-of-boxes cells, so it's fine.) When you finish a box, you should outline its border. When you've got the whole grid determined, you can remove all the coloring from the boxes so that you can use colors for normal sudoku purposes.

Your first step is fairly clear: you should try to figure out where some of the boxes go. In order to get started, it will help to identify cells that must be in boxes. There are two ways to do this: the first is some general abstract reasoning about positioning 3×3 boxes inside an 11×11 grid, and the second is by applying the specific rules of Sudokuvania.

In either case, you now know that the boxes must include at least the nine key cells . Moreover, those nine boxes must non-overlapping, because a 3×3 box in that includes r3c3 cannot possibly reach to any of the other key cells. So these boxes are still basically arranged into a loose 3×3 pattern, and we can still unambiguously number them b1, b2, etc. based on which of the key cells each occupies. I will color the boxes like this: blue in the corners, green on the edges, and orange in the center. Go ahead and color the key cells now.

One of the clues imposes a very straightforward constraint on the boxes: . Similarly, . Those boxes must also grow to the left or right (or both). You can now draw the outline of this box.

There's a clue you were just using that you can now use in a different way: . You can draw its outline now. Go ahead and shade the six cells to the left dark grey, though, since they cannot be used by any boxes.

Some cells on zipper lines now cannot be in boxes; what does that mean? Above, Also, Below, As above, you also know that

There are three boxes you haven't done anything with yet. It's tricky to reason about them directly, but there's something you know because of their neighbors: You can draw its outline now.

One last box about which you've learned nothing. Stretching to include it completes that box. You can shade the cells that box is now complete as well.

CHECKPOINT 1. You're going to have to start thinking about digits to make progress from here. Here's what the grid should look like:

To break in, focus on . Similarly,

That has interesting consequences for . You can finally outline that box. Back to the line.

That is useful information, because it means that . It also means that

One of the clues is now much more constrained.

You may have noticed something a little surprising in that logic, when you It's not usually possible to do that with digits in a single row or column of boxes, but the normal row and column constraints of sudoku can play out very differently when the boxes are offset from each other. That digit I just mentioned created a very powerful constraint: You can draw the borders of both of those boxes. What about the last?

There's a more subtle example of this working horizontally.

A lot of digits have gotten constrained in b2 now. The 1 The 2 The 3 The 4 The 5 The 6 The 7 The 8 And the 9

One of those restrictions has very significant consequences, starting in b7. Now consider the zipper sum.

There are another couple of "spillover" deductions you can make from those restrictions in b2. In c5, And in c4,

It's time to think about the thermometer. When working with thermometers, it's often useful to try to propagate a maximum or minimum constraint along the thermometer. This restricts what's possible in b9. Sudoku and the zipper line should let you completely fill r8.

Swing around into b1. Now, what can this zipper sum actually be? Sudoku then puts

While you're in b1, see if you can do anything with the eye clue. So in fact

It's somewhat astonishing that c3 still can't be placed exactly. There are some clues that you haven't done much with up to now, but it's hard to see how to make use of a whisper line without at least knowing . Maybe can help with that. By sudoku, But more importantly, which means that

Back to the whisper line. You can now completely fill b4 by sudoku; don't forget This also finishes the thermometer, r9, and the rest of b5.

In b6, which lets you finish b9. The eye above c10

In b1,

The rest of the cells can be filled by sudoku. And the whole map is revealed! Congratulations, you've finished!

Chapter 44. Title

Well, you haven't actually triggered the "puzzle fininshed" screen in SudokuPad yet. If you peek down at the Quest Progress box, you'll see that there's one last quest to complete: Solve the Title.

Now, if you look at the title, you might think that you have no idea how to actually solve this. You might even be afraid that it's some kind of fiendish mathematical cryptogram.

It is not. It is very silly.

If that doesn't bring up the game over screen, check the Quest Progress box again to see what you've missed. Make sure you've put the numbers into the Wall Sandwiches boxes and the Collectible Coins Found cells.

Closing notes

My thanks to Skeptical Mario for a wonderful puzzle hunt, to Sven Neumann for SudokuPad, and to the folks at Cracking the Cryptic for introducing me to a world of puzzles beyond dreary machine-generated killer sudokus.

Sudokuvania: Digits of Despair guide v1.1. Written by John McCall from July–October 2025, with occasional clarifications since.