How to Access and Solve All Gold Rooms in Order of the Sinking Star

Conquering the six hybrid Gold Rooms in Order of the Sinking Star requires orchestrating cooperative hero mechanics across glowing division seams.

Hybrid Chambers and Boundary Seams
Six hybrid Gold Rooms connect the cardinal territories of Order of the Sinking Star (which adventurers explore after learning how to navigate regions and progression order). Each room joins two realms by initial: HxM unites Heroes with Mirrors, MxS links Mirrors and Stones, and HxB merges Heroes with Beamcasters. The remaining three pair Skipping Stones with Beamcasters (SxB), Heroes (HxS), and Mirrors (MxB). Solving each Gold Room links two separate realms and introduces heroes to one another. A glowing seam splits each chamber down the center, letting each half preserve its native environmental rules while companions cooperate across the line.

Mirror Isles Crossover Solutions
Chambers featuring Mirror Isles rules rely on perpendicular reflection beams extending outward at right angles. Items occupying one beam line swap positions with tiles at matching distances along the alternate beam, provided the landing destination remains clear. A red beam signals that the destination square is blocked. In HxM, the Trader maneuvers a mirror so its beam projects into the courtyard, allowing Izzy — whose swapping mechanics are introduced in our walkthrough to solve Heroes Together party puzzles — to feed patrolling monsters into the beam one by one, carrying them out to open the courtyard gate. In MxS, mirror beams shift the Sailor and pink stones across current loops to clear the stone concealing the buried exit pad. In MxB, mirrors bend the purple beam back across the water, enabling the Trader to ride into the ruins while the Explorer escapes out to the islands.

Beam Emitters and Water Stone Pathways
In chambers pairing skipping stones with beam emitters, heroes assemble walkways and phase through solid barriers. In HxB, the Explorer projects a cyan beam across the seam so the Cleric can stand within it and shove obstructing goblins. To dislodge a goblin wedged in a tight corner, the party sends a spare gem across the seam, using the Cleric as a buffer to knock the monster loose. In SxB, stones skipped across the channel assemble a walkway for the Explorer, while green beam energy empowers the Sailor to walk through solid walls toward swapped exits. In HxS, getting the goblin and dragon to eliminate each other opens the gate onto the water. Pushing two orange crystals into the water provides stable landings, letting the Sailor pave stepping stones and use a teammate as a physical stopper when two-stone paving runs short.
Antipode Teleporters and Swapped Exits
Every completed Gold Room houses an active teleporter leading directly into the Antipode realm, which is required when aiming to unlock all Steam achievements. If a mirror beam shows red, ensure that target landing spaces are cleared before committing moves. Note also that several chambers require heroes to finish on swapped exits located in the companion realm rather than their home starting zone. For example, in SxB and HxS, heroes must cross the seam completely to conclude the stage on the opposing region's exit pads.