Normal Sudoku rules apply, but once again strange things are afoot... Fog has filled the land, thicker than ever before, and within it, lurk many Creatures of the night! Yet fear not! If you can find them, friendly Wisps will aid you in navigating the fog. There is one Wisp in each row, column, and 3x3 box, marked by a pale blue dot. Cells containing a Wisp contain either their row, column or box number (read in normal reading order). No two Wisps can contain the same digit. Fog cleared by Wisps leaves an eerie blue light. The Monsters: Zombies: marked by a green dot, zombies have an infectious bite. Orthogonally adjacent cells are even when the zombie's number is even, or odd when the zombie's number is odd. Vampires: marked by a red dot, vampires suck the power from their victims. Orthogonally adjacent cells sum up to the vampire's number. Headless Horsemen: marked by an orange dot, horsemen have a knight's reach. Cells a chess-knight's move away from the horseman can't contain the same digit as the horseman's number. Poltergeists: marked by a grey dot, poltergeists throw everything into disarray. Orthogonally adjacent cells are either all higher than the poltergeist's number, or all lower. Fog: the land is covered in dynamic fog. Putting in correct digits will clear the fog for that cell. Finding a Wisp will clear more fog. No guessing is required. The monster under your bed will know if you cheat!