The North world, The Hearty Heroes of Hauling, is played by a fantasy party running a moving company. Each hero has exactly one move, and almost every room is about who stands where before that move happens.
The party
| Hero | Move | What it does |
|---|---|---|
| Warrior (red) | Push | Shoves a crystal or block one tile |
| Thief (green) | Pull | Walk away from a crystal you are next to and it follows you |
| Wizard (purple, Izzy) | Swap | Trades places with a crystal, monster or hero in a straight line (you see a beam between them) |
| Bard | Song | Sings a line along a row or column; goblins, crystals and blocks touched by it move with her |
| Druid | Crystallize | Turns the plant or creature right next to it into a pale crystal block, and back into a plant |
| Cleric | Shield | Cannot push on its own; while it is being attacked its shield holds it up, even over water |

How North puzzles work
- The party starts split up. In the first part of the North each hero clears a run of rooms alone before the party regroups.
- Plates and gates. Plates lower the matching blocks while something stands on them. Crystals are the usual plate-holders, so your heroes stay free to move.
- Every hero needs an exit. When several heroes are in a room, each one needs its own exit pad.
- Monsters move when you move. The heroes can’t attack. Push a crystal into a monster, lure it into a fire statue’s line, or swap it away. Pink crystal gates usually stay up until every monster is gone.
- Undo is free. Most dead ends come from a crystal pushed into a corner; step back and try again.
North solutions
- Heroes of Hauling: the party split up, push, pull and swap (22 puzzles)
- Heroes 2: Monsters: monsters, fire statues and pink gates (30 puzzles)
- Heroes 3: Bard, Druid: the song and crystallizing
The heroes also appear in the crossovers with the other worlds, for example Heroes and Mirrors, Heroes and Water (where the Cleric’s shield carries others across water) and Heroes and Light, and later in High Heroes and Low Heroes.