Logic Masters Deutschland e.V.

Donkey Kong Stage 3

(Eingestellt am 24. Mai 2025, 18:40 Uhr von prismic911)

Rules:

1. Write digits from 1 to 9 in each row and each column.

2. Digits in cages doesn't repeat.

3. You are playing the game Donkey Kong. You have just finished the Stage 1 (Link for Stage 1) and Stage 2 (Link for Stage 2). Now you are ready for Stage 3. The goal is to knock out Donkey Kong. To help you out, the princess shout you the digit in the cell she is located, before Donkey Kong managed to mute her.

4. Grey circles: The way to knock out Donkey Kong it’s to remove all the grey circles on the floor (total of 8) by walking on them. The end of your last movement should stop at one of them and it is the only time you can stop on a grey circle.

5. Start and movement: You start at the white triangle (r9c4) and move the number of spaces the digit on the triangle, and continue your journey. You have to move the number of space equal to the digit you stop on the grid.

6. Ladders: Ladders shown by vertical thick line can be used to go up or down. Moving up or down a ladder is not free; it costs a movement like any other movement. You must be in the same column of the black arrows to be able to use the ladders. Ladders act also as a thermometer if they are used. The tip is the location you enter when you use the ladder and the bulb is the location when you exit the ladder (upward or downward). This means that you go from high digits to low digits when using ladders. Ladders are 1 or 2 cells long. The X on a line just means that you can’t use this line as a ladder.

7. White arrows: Theses arrows indicate a one way only that you must follow.

8. White Square: The white square is Donkey Kong. You cannot walk through the white square.

9. Fireballs: There are three fireballs shown by white lozenges. Their movement is restricted inside their respective cage and they are moving clockwise. Their movement depends on your movement: they move 1 space if you move 1,2,3 spaces, 2 spaces if you move 4,5,6 spaces and 3 spaces if you move 7,8,9 spaces. However, one of them is moving 2 times faster (2, 4 or 6 spaces instead of 1,2 or 3 spaces). You always move first and then the fireballs move. You are not allowed to cross or jump over a fireball and fireballs cannot cross you (unless you have a hammer or it is a ghost fireball, see rules for hammer below).

10. Fireballs marking digits: Each time the fireballs stopped their movement; they write in the cell they stopped the digit of your movement number since you started the stage 3. If a digit was already written by the fireball in the cell during a previous move, nothing happens, otherwise any digit you entered by other means must correspond to what the fireball want to write. i.e.: if your first move is 5 spaces, then two fireballs move 2 spaces and the fastest one move 4 spaces along their path and they write the digit 1 in the cell they stopped. On your second move they will write the digit 2 and so on. Also, this staged is timed. If fireballs try to write a double-digit number, this stage encounter a critical error and Donkey Kong wins.

11. Light bulbs: Can be hammers, parasols or a purse (see below). If the light bulb is located in one cell, your movement must end exactly on that cell the first time you visit that cell. You also cannot move through the item if it was not collected before. If the bulb is located between two cells, you don’t need to stop your movement to take the item.

12. Hammers (light bulbs with black circle): There are 2 hammers in this grid located on light bulbs below the black circles. Each hammer collected, can be used to kill only one fireball. However, their ghost remains and continue to write digits. You can move through ghost fireballs without problems. You are not allowed to get two hammers at the same time. You must use the first hammer before walking through or reaching the other hammer.

13. Two parasols and one purse (other light bulbs): The princess dropped these important items in the grid and you must get all of them before reaching the last grey circle.

14. Movement restriction: You can only change direction (moving backwards) on grey dots that has never been visited. Only high digit (7,8,9) can cross grey dots that has never been visited, other digits must change direction, but count has walking on them for the objectives. You can also decide to change direction with high digits on grey dots never visited if you want to do so. Grey dots already visited can be crossed by any digit. You are not allowed to stop your movement on grey dots (except for your last move). You cannot end your movement on a cell more than once. Also, every 3 consecutive moves you do, contains one digit from 1,2,3, one digit from 4,5,6 and one digit from 7,8,9. The digit in the cell you stop for your last movement doesn’t obey these restrictions and can have any digit.

15. White, grey and black dots: Cells separated by a white dot contain consecutive values. Cells separated by a black dot mean that the cell’s value of one cell is double the other. A grey dot is either a white dot or a black dot which needs to be determined by the solver. Not all dots are given.

16. Jokers (digits 1 and 2): The value of the digit 1 and 2 can be any value from 1 to 9. (For example, the Joker 1 or 2 can go with the digit 5 in cells separated by a black dot with a value of 2.5 for the Joker.) Their values are not static and they can change. i.e.: A joker on a ladder can change the direction of the thermometer if you want to use a ladder in both directions. However, the max value of a Joker is 9. You always use the digit number for your movement (not the value). All other digits are equal to their values.

Solve online (Penpa+): Answer check is also enabled if you use blue, red or green colour digits.

Or with SudokuPad: Solve online (SudokuPad)

Puzzle:

Lösungscode: Enter the digits from rows 1 and 9 in a single line without spaces.

Zuletzt geändert am 5. Juli 2025, 22:16 Uhr

Gelöst von SKORP17
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Kommentare

am 5. Juli 2025, 22:16 Uhr von prismic911
Clarified rule#16 to indicate that Jokers can also have decimal value.

am 26. Mai 2025, 00:19 Uhr von prismic911
Clarification on movement restriction.

am 25. Mai 2025, 22:18 Uhr von prismic911
Clarification about fireballs writing digits.

am 25. Mai 2025, 22:01 Uhr von prismic911
For clarification, changed: you must stop on that cell the first time you visit that cell. i.e.: you cannot move through the item.
to: your movement must end exactly on that cell the first time you visit that cell. You also cannot move through the item if it was not collected before.

am 25. Mai 2025, 18:43 Uhr von prismic911
changed: You cannot visit a cell more than once to: you cannot end your movement on a cell more than once.

am 24. Mai 2025, 19:35 Uhr von prismic911
Please don't cheat with SudokuPad, you remove the fun...

am 24. Mai 2025, 18:56 Uhr von prismic911
Clarified some rules.

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ID:000NIZ

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