Spoiler warning: this guide may discuss puzzles and story details. Hints stay hidden until you choose to reveal them.
This is Part 1 of GameClue's seven-part Order of the Sinking Star walkthrough. Head north from the Crossroads into The Hearty Heroes of Hauling. Part 0 covers the Crossroads map, starter direction advice, and unstuck habits; this part walks the northern campaign through Screens 1-2, then soft-routes Heroes 2: Monsters and Heroes 3: Bard, Druid.
Before you start
- Color shorthand in many guides: red = Warrior (push), green = Thief (pull), purple = Wizard (line swap).
- WikiTactics names match the same trio: Warrior pushes whole lines and stacks; Thief pulls the object behind her on every step; Wizard swaps with the first hero, crystal, monster, or gem in a straight line.
- A room is cleared when every exit tile has a hero on it at once. Gates stay open only while their matching buttons stay pressed.
- Undo freely. Match your board to a guide image before copying a long route.
Primary route order below follows GameRant's north walkthrough hub, cross-checked against WikiTactics Heroes of Hauling boards and sinkingstarwalkthrough's 1-22 writeups. For move-perfect video, Gamer Guru's Heroes of Hauling All Puzzle Solutions run is useful (puzzle 22 only unlocks after Heroes 3).
North campaign order
- Screen 1: middle series (Warrior) -> right series (Thief) -> left series (Wizard).
- Screen 2: bottom series -> bottom-right single -> overworld route to top-right -> top-right single -> left series -> push the overworld red crystal onto the blue button.
- Screen 3: Heroes 2: Monsters (monster adjacency and crush tricks).
- Screen 4: Heroes 3: Bard, Druid (copy-steps and tree/crystal transforms).
Screen 1 - Middle series (Warrior / red)
Soft tip: the middle column is pure push practice. Clear crystals from teleporter tiles and park crystals on yellow buttons to drop barriers. Do not try to pull or swap here.
Screen 1 - Right series (Thief / green)
Soft tip: the Thief cannot push. Every step drags whatever sits directly behind her. To change a crystal's facing, walk around it first, then pull.
Screen 1 - Left series (Wizard / purple)
Soft tip: press into a crystal (or hero) in a straight line to swap. Trees, walls, and closed gates block the swap line. After the left series, the top overworld path to Screen 2 opens.
Screen 2 - Multi-hero handoffs
Soft tip: Screen 2 mixes the trio. Switching heroes is free. Keep at least one body on a button whenever a gate must stay open, and use Wizard swaps to trade places through open gates.
Heroes 2: Monsters (soft route)
Heroes 2 is Screen 3 of the north world. GameRant's dedicated Monsters solutions page lists about 30 boards. Soft rules: never end a turn adjacent to an unprotected melee goblin; ranged breath/line threats punish standing in their facing lane; crystals can block or bait monsters into killing each other.
- Suggested clear order from GameRant: bottom-left series -> grab the overworld map -> left series -> top-middle -> top -> top-left -> top-right -> bottom-right -> far-right single -> top-right double.
- Priest/gold protection appears later: a protected hero can stand through attacks that would otherwise kill.
- When stuck, leave for East/South/West and return - northern progress is not a hard gate for the whole game.
Heroes 3: Bard, Druid (soft close)
Heroes 3 adds the Bard (nearby heroes/monsters/crystals copy her steps; crystal stones can launch) and the Druid (blocked steps can transform trees and crystals). Use GameRant's Bard/Druid solutions page for full inputs; this Part 1 only flags the unlock logic.
What's next
Part 2 covers East: The Mirror Isles. If a northern board is still stubborn, swap worlds from the Crossroads rather than burning hours on one room - Part 0's unstuck habits still apply.


