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How to Solve Heroes Together Party Puzzles in Order of the Sinking Star

Coordinate multi-hero puzzles in Order of the Sinking Star's North world by combining the push, pull, and swap powers of the Warrior, Thief, and Wizard.
Coordinate multi-hero puzzles in Order of the Sinking Star's North world by combining the push, pull, and swap powers of the Warrior, Thief, and Wizard.

Conquering the cooperative stages in The Hearty Heroes of Hauling requires coordinating party abilities to clear obstacles, suppress barriers, and navigate every companion onto matching exit pads.

Icy cavern floor with slippery ice paths and freezing hazards
Icy cavern floor with slippery ice paths and freezing hazards

Party Abilities and Solo Introductions

In The Hearty Heroes of Hauling across the North world — the recommended starting direction when you navigate regions from the Crossroads — a fantasy moving company begins divided. Puzzles 1 through 12 present three solo runs of four rooms each, teaching individual character moves: the red Warrior shoves crystals or blocks forward one tile, the green Thief pulls crystals along when stepping away, and the purple Wizard (Izzy) swaps positions with crystals, monsters, or allies along straight visual lines (abilities that become essential when solving crossover Gold Rooms).

Fiery underground lava room with moving stepping stones and platforms
Fiery underground lava room with moving stepping stones and platforms

Pressure Plates and Collaborative Swaps

Puzzles 13 through 16 unite pairs and trios to manage beige floor plates that retract yellow blocks. In Puzzle 13, the red Warrior stands on the upper plate to lower the yellow barrier, allowing purple Izzy to swap through the gap and take over plate duty while the Warrior advances toward paired red exit pads on the west side. In Puzzle 14, a wood-panelled room with two blue crystals requires heroes and crystals to hold plates collaboratively to reach the bottom-right yellow pad. In Puzzle 15, a cross-shaped cathedral hall uses Izzy's line-of-sight swaps to place a crystal onto the center beige plate, dropping the yellow block shielding the western exits.

Shadow sanctuary vault displaying unlocked achievement glyphs on monument
Shadow sanctuary vault displaying unlocked achievement glyphs on monument

Ensemble Progression and Exit Allocation

Puzzles 17 through 22 bring more of the party together across larger rooms. In Puzzle 16, a narrow hall of pews requires parking the pink crystal on the west plate so both heroes pass the yellow barrier toward magenta pads. In Puzzle 17, an inner hedge square unlocks when the party anchors a pink crystal onto the lower-left floor tile, holding the gateway open while teammates file inside. The progression culminates in Puzzle 22, the desert finale where the entire company gathers around a central glass grid enclosing six gold pads. Because every hero requires an individual exit pad, using crystals as long-term plate weights keeps companions free to move, completing the regional campaign required to unlock Steam achievements.

Hazard Management and Tactical Pitfalls

Monsters move when you move, and heroes cannot attack directly. Threats must be neutralized by shoving heavy crystals into them, baiting fire statue trajectories, or swapping them away using Izzy's beam. Most dead ends come from pushing a crystal into a corner where it becomes trapped. Undo is free, allowing players to step back and try again whenever a placement leads into a corner.

Sources

Sources & References: Official developer updates and community gameplay (Primary Source).
Community Support: Have questions or looking for tips from fellow players? Join the Official Discord.