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Order of the Sinking Star · Worlds & puzzle systems

Understand the four starting systems before tackling their combinations: moving objects, reflections, waterways and coloured beams.

Order of the Sinking Star
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The Hearty Heroes of Hauling

The Hearty Heroes of Hauling

Object movement is shared between heroes with different powers. Solve the positioning problem for the next hero as well as the current one; a crystal may be both an obstacle and a useful target.

The Mirror Isles

The Mirror Isles

Reflection changes where a character can stand. Mark the mirror orientation and destination first, then decide which object must be moved to make that exchange useful.

Skipping Stones to Lonely Homes

Skipping Stones to Lonely Homes

Stones and water create routes between separated spaces. Work backward from the bank you need to reach and preserve the objects needed for the return or the next crossing.

Vault of the Beamcasters

Vault of the Beamcasters

Gems and beams change the possibilities of a room. Follow a beam from its source to its endpoint, then test one change at a time so you can tell what caused the result.

Stones and lily pads

A head-on hit pushes a lily pad and ends the stone’s skipping. Passing beside a moving pad can turn it while the stone continues. Watch both the point of contact and the pad’s movement.

Signs and shrine orbs

Face an ordinary sign to read it; linked frozen blocks thaw shortly afterward. To activate a shrine, walk onto its orb. Activating it does not complete every puzzle nearby.

Gold Rooms and combinations

Gold Rooms join world systems and open new connections. When you finish one, inspect the overworld again: the next task may be moving an object in the hub rather than entering another room.

Mirrors in bounded areas

In puzzles divided into active screens, use the mirrors in your current screen. Before crossing, identify a mirror on the destination side that can get you back; moving farther from a mirror also changes the reflected destination.