Each of the four worlds in Order of the Sinking Star has its own protagonist and its own puzzle rule set.
The characters
| Character | World | Core mechanic | Guide |
|---|---|---|---|
| Trader | East: Mirror Isles | Magical mirrors that swap the character (or an object) with its reflection | Trader guide |
| Explorer | West: Beamcasters | Gems power emitters that fire colored beams; stand in a beam to borrow its power | Explorer guide |
| Sailor | South: Skipping Stones to Lonely Homes | Water: planning routes, redirecting rivers, controlling lily pads, predicting where a skipped stone lands | Sailor guide |
| Warrior, Thief, Wizard, Bard, Cleric, Druid | North: The Hearty Heroes of Hauling | One move per hero: push, pull, swap, song, crystallize, shield | Hauling Heroes guide |
The shared foundation
- Grid movement. Every puzzle plays on a tile grid viewed from a semi-overhead angle. You move one tile at a time, and most objects (boulders, crystals, characters) also occupy whole tiles.
- Contained “pocket” dungeons. Each area is a self-contained space with its own short story, often told through audio logs. Areas loop back on themselves, so a late room frequently reuses an early one from a new angle.
- Undo. There is an undo button, and the game expects you to use it. It is the answer to most “I pushed the wrong thing” moments.
- Mechanics stack. Rules introduced early are reused and combined later, first inside a world and then across worlds in the Gold Rooms.
Gold Rooms

Six Gold Rooms sit between the regions. Each one connects two worlds and mixes their rules, for example beams from the West with mirrors from the East. They are where the four separate rule sets become one game. All six are solved on Gold Rooms: all 6 solutions.
Solutions by world
- East (Trader): Mirror Isles
- West (Explorer): Vault of the Beamcasters
- South (Sailor): Skipping Stones to Lonely Homes
- North (Hauling Heroes): Heroes of Hauling, Heroes 2: Monsters, Heroes 3: Bard, Druid
- Where to go next: how to progress
How to approach a new puzzle
- Walk the whole room before touching anything. Note every gem, mirror, boulder and exit.
- Identify which rule the room is teaching. Rooms almost always introduce exactly one new idea.
- Try the plain solution first. Tricks exist, but they are also how you soft-lock.
- Use undo early. Resetting a room costs nothing except pride.