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Order of the Sinking Star Walkthrough Part 6: Antipode High and Low Endings

Part 6 of 7 closer: Antipode first Endgame (overworld + 15 rooms), Ascend to Endgame High, Descend to Endgame Low, with patch-sensitive notes and spoiler ending routes.

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By GameClue10 min read

Spoiler warning: this guide may discuss puzzles and story details. Hints stay hidden until you choose to reveal them.

This is Part 6 of 7 - the closer of GameClue's Order of the Sinking Star walkthrough. Part 0, Part 1, Part 2, Part 3, Part 4, and Part 5 cover Crossroads through Gold Rooms. Here: the Antipode first ending, then Antipode High (second ending) and Antipode Low (final ending). Heavy spoilers for ending routes. Jonathan Blow has said all three endings are good endings; the first alone can feel like a complete clear.

The Antipode - first Endgame star.

Three endings at a glance

  • Ending 1 - Endgame (Antipode): at least four of six Gold Room Antipode teleporters active; 1 overworld puzzle + 15 combination rooms.
  • Ending 2 - Endgame High: after Ending 1, Ascend to Crossroads High, clear enough of the four High world parts, finish the High star (~2 overworld + 27 rooms, plus optional hard bonuses).
  • Ending 3 - Endgame Low: after Ending 2, Descend to Crossroads Low, clear six pair signs, route the red beam into the Low star (~35 Endgame Low puzzles).

First-ending route structure follows GameRant's The Antipode walkthrough, cross-checked with sinkingstarwalkthrough's Antipode 15-puzzle page and endings overview, WikiTactics' The Antipode board (patch note below), and Gamer Guru / Flying Chungus / Sedesha (Sedesha) videos. High and Low stages are mapped from sinkingstarwalkthrough Antipode High/Low hubs, how-to-ascend, and how-to-descend - GameRant did not yet publish matching High/Low guides at research time.

Gamer Guru-style companion - Antipode and Ending 1 full puzzle run (cross-check Flying Chungus / Sedesha timestamps on SSW).

Soft tip - Antipode teleporters

  • One teleporter per Gold Room (HxM, MxS, HxB, SxB, HxS, MxB). Activating each awards an Antipode pair achievement.
  • Postmode reports each teleporter needs seven lectern seals from the connected crossover work - expect to clear most of that zone before it lights.
  • Four active teleporters are enough to start the Antipode overworld puzzle and the first ending. You do not need all six.
  • Whether a pair room inside the star requires that pair teleporter is unverified in the videos we cross-checked - runners already had four or more online.

Ending 1 - Reach the star and open the hub

Soft tip: warp in from any live gold-room teleporter. Use the left plaque to spawn a gem, crystal, mirror, and skipping stone, then crack the middle. Inside, walk to trigger dialogue until a golden block appears; park blocks on world circles to open singles, then doubles, triples, and the full quadruple.

Antipode hub - golden blocks and world circles.

Ending 2 - Ascend and Endgame High

Soft tip: Ending 1 unlocks red signs. Assemble a purple beam bounce at the Crossroads (lily pad, purple beam, three red stones, vertical mirror) and ride up to Crossroads High (Ascend). Height rules matter: stones are one level tall, heroes can stack on each other, edges are walkable, and drops are one-way without a step back up. SSW found no English video for the climb - steps follow Sedesha.

Ending 3 - Descend and Endgame Low

Soft tip: after Endgame High, fetch a West gem to a holder on Antipode High to light yellow and multicolour beams across Crossroads High. Where they cross, blast a North stone, East crystal, and South skipping stone to open the central elevator down to Crossroads Low (Descend).

Patch-sensitive and unverified

  • WikiTactics: The Antipode surface puzzle changed in the October 30, 2026 update; an older full solution was marked for recheck.
  • Pair/triple play order differs between Flying Chungus and Sedesha - not a soft-lock, but mid-guide mixing causes confusion.
  • High/Low sign quotas and whether all four High parts are mandatory for the star are reported from one runner set - confirm against your build.
  • This Part 6 does not claim room-by-room solutions for the hundreds of High/Low world puzzles; use linked zone guides when you enter them.
  • Story beats between Antipode rooms are intentionally omitted.

Series map (Parts 0-6)

Series map: Part 0 - Crossroads and where to start; Part 1 - North Heroes of Hauling; Part 2 - East Mirror Isles; Part 3 - South Skipping Stones; Part 4 - West Beamcasters; Part 5 - Gold Rooms and surface crossovers; Part 6 - Antipode endings (this guide).

That closes the seven-part GameClue walkthrough plan (Part 0, Part 1, Part 2, Part 3, Part 4, Part 5, and Part 6). Good hunting among the stars.