Brain Test 5 Level 79
๐ Walkthrough
Overview
This is a chess-knight movement puzzle spread across three notebook pages. The page reads "The knight should move to the target square with 3 moves." and shows a 6ร6 grid with a blue knight piece on the left side, a red X marking the target square near the bottom, and three light green squares marking valid intermediate landing spots. The knight moves in the classic L-shape: two squares in one direction and one square perpendicular. Different rounds on later pages require 4 or more moves to reach the target. The overall approach is to plan a sequence of L-shaped jumps that lands the knight on the target in exactly the required number of moves.
- Difficulty: Hard
- Estimated moves: 3
Step-by-Step Solution
- First, identify the knight's starting position and the target square. The knight sits on the left edge of the grid, and the red X target is near the bottom center. Count the grid coordinates to understand the distance.
- From the starting square, list all legal L-shaped moves. A knight moves two squares vertically and one horizontally, or two horizontally and one vertically. Highlight every square the knight can reach in one move.
- Choose a first move that moves the knight closer to the target. The light green squares on the grid are the valid intermediate positions. Move the knight to one of those green squares as your first jump.
- From that intermediate position, calculate the next L-shaped move. Choose the landing square that brings the knight closer to the red X target.
- On the third move, land directly on the red X target square. If you miss the target on the final move, a red X appears at the top of the page and you must retry from the beginning.
- On later rounds with more moves required, chain together a longer sequence of L-jumps. Plan backward from the target: identify squares that can reach the target in one move, then find squares that reach those squares, and so on until you connect back to the start.
Strategy & Reasoning
The puzzle tests knight-move logic. The key constraint is that each jump must be a valid L-shape โ you cannot move the knight one square at a time. The optimal strategy is to work backward from the target: find all squares that are one knight-move away from the target, then find all squares one move away from those, until you reach the starting position.
Alternatives like guessing random moves fail quickly because you only have five attempts, and the grid is large enough that random knight moves rarely land on the exact target in the required number of steps. The green squares are hints โ they mark valid stepping stones. Use them as guides rather than trying to find a path from scratch.
Tips & Common Mistakes
- Do not forget the knight moves in an L-shape, not in a straight line; two squares one way and one square the other way is the only legal move.
- Do not overshoot the target; if you land on the wrong square on the final move, it counts as a failed attempt.
- Do not ignore the green intermediate squares; they are placed there to show you valid stepping stones and should be used as your landing positions.