You are Lunk, a young adventurer on a noble quest to save the kidnapped princess Zelma. Map a one cell wide, orthogonally-connected path through the centers of cells. The path does not branch and may not touch itself, even diagonally. Once the path leaves a 3x3 box, it may not return to that box.
This may prove difficult as the kingdom is covered in an evil fog. Placing correct digits in the grid clears fog from the surrounding cells. Guessing is not necessary and discouraged.
Each of the first eight 3x3 boxes that your path visits contains one of the eight hidden items. Your path must pass through all eight of these items, and as you pass through them, you must add a digit to their cells in sequential order, starting with one and ending with eight. In no particular order, these items are:
A ladder – for stepping
A boat – for floating
A bomb – for booming
A boomerang – for, well ... booming
A flute – for tooting
A candle – for burning
A mystical bush – for, well ... burning
A magic wand – for spelling
Occasionally on your journey, you may discover other beneficial relics in the form of light blue gemstones or red hearts. Your path may or may not pass through these treasures. Whether or not they are on your path, gemstones separate cells that sum to five and hearts separate cells that sum to ten.
Not all discoveries are pleasant ones, however. Monsters are about, and your path may not pass through them. Red monsters separate consecutive digits and blue monsters separate digits in a 2:1 ratio. You may have to fire an arrow at some point. If so, the digits on your arrow sum to the digit found on your bow.
Arrows aren’t your only weapons, so fear not. A strange, elderly fellow has bestowed a sword upon you in the top left corner of the grid. He said something along the lines of there being certain peril if you are by yourself. Anyway, that is where your path begins. This sword points you in the correct direction (south) and its accompanying green shield indicates that your path begins as a green one. So naturally, adjacent digits on your path have a difference of at least five. After you pass through certain items on the grid you will be rewarded with a sword upgrade. When found, the swords and shields point you toward your path’s next cell. Your path also switches color to the color indicated by your new shield. A blue path is separated by 3x3 boxes into segments of the same sum. Digits on a red path alternate between even and odd.
Your path leads you to your penultimate cell, marked with an orange, magical triangle. After you touch the triangle, your path switches to orange. There is exactly one cell that is orthogonally connected to the triangle's cell that is possible to travel to with your now-orange path. Go there to save Zelma. Adjacent digits on an orange path must have a difference of at least four.
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