Skip to content
Guides

Order of the Sinking Star Walkthrough Part 1: North Heroes of Hauling

Part 1 of 7 in GameClue's Order of the Sinking Star walkthrough: The Hearty Heroes of Hauling from Screen 1 push/pull/swap series through Screen 2 handoffs, with soft routes into Heroes 2: Monsters and Heroes 3: Bard, Druid. Part 0 covers the Crossroads.

Share this article
FacebookXReddit
By GameClue8 min read

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).

Gamer Guru - Heroes of Hauling all puzzle solutions (Japanese title; full North walkthrough).

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 teaches push, pull, and swap in three separate series.
Screen 2 forces hero handoffs before the Monsters screen opens.

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.

Four middle-series boards introduce multi-crystal pushes.
Puzzle 1 is the two-crystal corridor push.

Buttons hold barriers open only while crystals stay seated.

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.

Right series boards are pull mazes with button holds.
Puzzle 1 mirrors the first push corridor with pulls instead.

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.

Left series teaches line swaps before multi-hero rooms.
Puzzle 1 is a two-crystal swap corridor.

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.

Bottom series is the first true three-hero coordination block.

The prison room uses barrier crush timing.

Top-right needs a pull-swap-push handoff onto the yellow button.

Left series ends Screen 2 once the overworld crystal is seated.

Seat the overworld red crystal to open Heroes 2: Monsters.

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.

Monsters teach adjacency kills and crystal baiting.
  • 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.

Bard and Druid close the initial northern campaign.

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.