Stopheles leads you into an uncanny recreation of a college dormitory, in which you are greeted with the not unfamiliar sight of Mystery Hunters doing puzzles. A lot of puzzles, apparently... there is a stack of papers on the corner of the table that extends through the ceiling, wobbling back and forth.
"It really didn't take much effort to come up with a fitting hell for a team called Too Much Clue," Stopheles says, and before you can guess the obvious he finishes, "Not enough clues. A mountain of puzzles that simply can't be solved."
"And if you think that stack is something, you're severely underestimating what we're capable of," Blackwell says with a grin.
"This is only the most recent in a series of challenges we've taunted them with; the process has been maddening for them," utters Blancwell with mock sympathy.
"This, you see, is the 17th Mystery Hunt they've attempted to solve since they were imprisoned here. So far they've 'lost' every one of them without solving a single puzzle, and I think they're becoming demoralized," Stopheles says as one of the solvers shoots himself in the head, naturally without dying since he's already in hell. Skeptical that Hunt puzzles could be truly unsolvable, you glance at a pile of six discarded grids. They do seem insufficiently clued, but maybe if you combine them...
Each kakuro-sudoku pair is "linked"; any two empty squares in the same position in both puzzles must be filled in with the same digit. The three pairs may be solved independently.
(Note: Ignore the faint gridlines within squares; they're an artifact of the image creation process.)